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Alain wrote:
> Using an array of transforms would be wastefull. It would uselessly use
> extra memory. It would make rendering slow as the whole array will need
> to be computed for every ray that encounter the object, as well as any
> CSG operation that use that object. That array will need to be dynamic
> as you can never tell beforehand how many transforms will be applyed to
> any particular object, adding some useless overhead, and requiring still
> more memory.
One reason you would need more then one forward or reverse transform
during rendering is if the renderer were to support motion blur. One
transform stipulates the start-of-frame positioning of the object, and
the other stipulates the end-of-fram positioning (you could even have a
spline of transforms if you didn't want to linearly interpolate between
the start and end, but that may be too hairy to be worth the trouble).
Regards,
John
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