|
![](/i/fill.gif) |
Am 15.11.2012 15:40, schrieb Bruno Cabasson:
> Considering that many 3D applications (eg games) use single precision for their
> renders, I am wondering where we really need double precision for 'normally'
> sized scenes. I mean scenes that do not mix microscopic and gigantic distances.
>
> For sure, if the dynamic is huge, we absolutely need double precision, at least
> for object coordinates. But, if the dynamic in distances is reasonable, is it
> mandatory to use double precision for the following features :
>
> ray - bounding box intersection tests ?
> ray - object intersection computation ?
> others (TBD) ?
Yes, for some object types it is absolutely necessary, at least for the
internal math.
Likewise, if we were using single-precision, coincident surface issues
would be even worse. (A similar problem exists in 3D games, called
"Z-fighting".)
> why would single precision not be sufficient for :
>
> RGBFT values storage, which might imply :
> radiosity/photon maps elaboration ?
> texturing and lighting ?
Absolutely. That's why color storage and math already /is/
single-precision ;-). (An exception is color storage at SDL level, but
that's only because the SDL doesn't differentiate between colors and
vectors.)
> media (even though it uses integration methods)
Not sure what you mean by this. As far as color math is concerned, see
above.
Post a reply to this message
|
![](/i/fill.gif) |