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Wasn't it Carl Hoff who wrote:
>> I don't think that scaling ever slows down any ray tests. What
>> happens is that all the scaling, rotations and translations for an
>> object are combined during parsing into a single transformation
>> matrix. Applying the resulting matrix goes at the same speed
>> whatever type of transformation is being applied.
>
>Interesting... But is this case you are then fitting a scaled sphere
>inside a scaled sphere bounding shape and telling me its faster
>when its bound by a box. What sort of shape would render
>faster being bound by a sphere if its not a sphere? It doesn't
>sound like using a sphere as a bounding shape would be all that
>useful. I assume I'm missing something.
Here's a rather artificial case where a bounding sphere is faster
#include "functions.inc"
camera { location <0, 0, -4> look_at <0, 0, 0> angle 50}
light_source {<-100,200,-100> colour rgb 1}
#declare Thing =
isosurface {
function { x*x + y*y + z*z - 1 + f_noise3d(x*10, y*10, z*10)*0.3}
max_gradient 5
contained_by{sphere{0,2}}
pigment {rgb 1}
bounded_by {box {-1,1}}
//bounded_by {sphere {0,1}}
}
object {Thing}
--
Mike Williams
Gentleman of Leisure
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