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Warp wrote:
> Of course the problem is that calculating the intersection of a ray and
> an object is relatively simple, but calculating the intersection of a cone
> and an object (so that you can calculate how many % is covered) is very
> complicated. It simplifies things when you only have to do cone-triangle
> intersections (basically you only have to calculate how many % of the
> triangle resides inside the cone), but still.
Pixar's renderer turns everything into sub-pixel sized quadrilaterals,
so they can definitely put this technique to work.
On the other hand, since Pixar has added ray-tracing to its in-house
renderer in order to achieve certain effects, it's safer to say that
pure tracers and pure rasterizers will both be replaced by renderers
that do both.
Regards,
John
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