POV-Ray : Newsgroups : povray.off-topic : Geometric puzzle : Re: Geometric puzzle Server Time
5 Sep 2024 13:11:09 EDT (-0400)
  Re: Geometric puzzle  
From: nemesis
Date: 17 Dec 2009 08:00:20
Message: <4b2a2b64$1@news.povray.org>
Invisible wrote:
> I thought ambient occlusion (as opposed to other GI algorithms) was 
> specifically suited to GPU implementation?

It's certainly only dependent on geometry, not light sources.  But how 
do you cast shadows on such geometry?  Blender comes with 2 options: 
Approximate AO and Raytraced AO, which is the default.  AAO is only 
useful if your geometry is dense, with lots of vertices, as all it does 
is pretty much the same as the classic polygon-only radiosity algorithm 
does (also available in Blender but a mess):  it "paints" vertex with 
color information.  If your geometry is not dense, AAO looks ridiculous.

> (What's the point of a ray tracer in a product that only renders 
> triangles?)

Yeah, what's the point of having povray raytrace any non-abstract math 
scenes?...


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