POV-Ray : Newsgroups : povray.general : GPU-Support for POV-Ray? : Re: GPU-Support for POV-Ray? Server Time
1 Jun 2024 08:31:08 EDT (-0400)
  Re: GPU-Support for POV-Ray?  
From: clipka
Date: 5 Jan 2016 20:36:08
Message: <568c6f88$1@news.povray.org>
Am 05.01.2016 um 23:06 schrieb Theogott:

> Whats at the back-end (Meshes or primitives) does not really interest the end
> user so much.

... until it causes artifacts.

> At the end the end user doesn't know if there are Meshes at the beack-end or
> primitives. And normally i would say that all Primitives can be converted
> somehow to Meshes, at least i think they do it in Cinema 4D this way.

We had /this/ topic just a couple of days ago: Converting the entire set
of primitives supported by POV-Ray to meshes isn't trivial either. In
some cases because it is simply difficult to convert the shape to a mesh
in the first place; this is the case for isosurfaces, fractals, and
possibly a few others. In other cases it is a matter of precision: How
much faceting is acceptable in the geometry of a sphere, for example?
There is no clear answer to that -- it depends on what role and size it
has in the render, and/or what CSG operations it participates in.

And then there is the shading that would need to be ported to whatever
render engine would be used instead, from the reflection model to the
legion of patterns supported by POV-Ray.


And once again the whole project would first need a lot of work towards
more modularization of the code. Which, as I may re-iterate, is
currently being worked on.


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