POV-Ray : Newsgroups : povray.general : Smooth normals for mesh2 objects : Re: Smooth normals for mesh2 objects Server Time
29 Jul 2024 06:27:55 EDT (-0400)
  Re: Smooth normals for mesh2 objects  
From: Le Forgeron
Date: 7 Dec 2013 13:18:55
Message: <52a3668f$1@news.povray.org>
Le 07/12/2013 19:06, David Given nous fit lire :
> On 06/12/13 23:06, Le_Forgeron wrote:
> [...]
>> I like it when the resolution goes down to use 31 bits... with just one
>> byte per pixel, you need just about 2GBytes and that's only for the a
>> gif-like planet at a level of 14, which still make the side of a bin
>> about 600m long for the Earth.
> 
> Well, I'm currently juggling a 6GB dataset of a terrain map of the moon.
> (Freely available from NASA.) 2GB isn't unreasonable.
> 
> (Feature request: memory mapped uncompressed on-disk lookup tables. I've
> given up trying to feed Povray really huge datasets because the time
> taken to load them into memory is crippling. If I can just leave them on
> disk and use mmap() instead, then not only does only the part of the
> data I need get loaded, but it remains loaded between runs. Loads, loads
> faster. It's not even slightly hard when using Boost;
> boost::memory_mapped_source works everywhere.)
> 
It would be fine for a pigment (evaluation of some points only, when
intersection spot them), but not with a set of triangles which must all
be tested for intersection against all rays.

mmap is not portable (different code for Windows).

Sanity checks:
1. what is the resolution of the final render ?
2. would every data be individually visible (at least have such potential) ?

For instance, a 1920x1080 picture only have 2 Mega pixels. A decimated
data set would be enough.


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