|
![](/i/fill.gif) |
Margus Ramst <mar### [at] peak edu ee> wrote:
: Correct me if I'm wrong, but is the fact that most POV primitives are
: mathematical and 'perfect', an advantage - and yet a weakness?
Both.
Advantages:
- The primitives are perfect. You can zoom the primitive as
big as you want, and the surface will always be perfect.
- It doesn't consume memory. A mathematical sphere consumes a few bytes
of memory, while a good sphere made with a polygon mesh consumes huge
amounts of it (probably several kilobytes or more). You can have a million
spheres (or other primitives) without running out of memory.
- In many cases it's faster. For example, raytracing a sphere is extremely
fast, while raytracing a big polygon mesh is rather slow.
Disadvantages:
- You mentioned some of them. Non-linear transformations are not easy to
make, and they are quite slow in many cases. UV-mapping is hard to apply
to a mathematical object, etc.
In some cases it doesn't make sense to convert a primitive to a mesh (for
example with bounding objects).
--
- Warp. -
Post a reply to this message
|
![](/i/fill.gif) |