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news:web.49553f5eb480f7928ac4fcf10@news.povray.org...
> From what I gather from Ward's paper, true radiosity requires the geometry
> to be
> subdivided in - roughly - equally sized patches. This is easy to do with
> mesh
> based geometry, but infeasible with the mathematical representation
> POV-ray
> uses for objects.
Now here's something that has been bothering me for a while. The current
generation of commercial renderers (the Vray/finalRender types, not the
unbiaised types like Maxwell or FryRender) are, as far as I know, evolutions
of POV-Ray-like renderers, i.e. basically raytracers with GI on top.
However, they are extremely fast and are able to produce artifact-free GI
images, typically for design and architectural visualisations where light
calculations must be very accurate, even for complex models. One can throw a
lot at them (area lights of any shape, blurred reflection/refraction, real
focal blur, displacement mapping etc.) and they still perform very well, and
users obtain fast and smooth results. Of course, these renderers are all
mesh-based.
The question is: is using mesh geometry the only way to get this kind of
speed, and is POV-Ray's unique ability to deal with mathematical
representations a limitation here?
G.
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