|
![](/i/fill.gif) |
Le 01/10/2009 18:48, Mike Raiford nous fit lire :
> On 10/1/2009 10:22 AM, clipka wrote:
>
>> Render times are quite moderate, too. Just avoid differences and
>> intersections with too many members, and then there will be cake.
>
> Speaking of ...
>
> If there any feasible fix for the difference/intersection ray/object
> intersection performance problem? (I mean, aside from altering the scene
> file...)
the "problem"b (as far as I know) is only due to the bounding box
computation. If you can get a better bounding box, you would save a lot
from real object computation.
Now, If you think you have a solution, try it on that:
intersection of sphere at <0,0,-10>, radius 10.3
with sphere at <0,0,10>, radius 10.3
the bounding box of each sphere is a box of 20.6 side.
the bounding box of the intersection is 20.6 x 20.6 x ~40
(that's a volume!)
But the real object is a very very small lens near the origin.
Each time a ray hit the bounding box, there is a real computation for
the object (and that could be lengthy).
So, if you can pre-compute a better bounding box, your issue is nearly
solved. (as long as you did not remove manual bounding in the option line)
(Don't dream to much, no automatic solution (yet ? make a name, find
it!) would be possible)
(and to make thing worst, you can replace the sphere with more complex
shapes... good luck)
Post a reply to this message
|
![](/i/fill.gif) |