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In article <l2l### [at] badulaque unex es>, me### [at] privacy net says...
> Among other things, Warp saw fit to write:
>
> > And sampling along a spline (iow. splitting the spline into very small
> > parts and making a whole ray-scene intersection test for each small part)
> > is exactly what would make it prohibitively slow.
> > Would it really be worth the effort?
> >
> > Radiosity requires lots of sampling, but the results can be spectacular.
> > Media also requires lots of sampling, but the results can also be quite
> > spectacular. Variable IOR would probably require even more sampling, yet
> > I highly doubt the end result will look any spectacular.
>
> Could it maybe be "faked" in some way, similarly to how the caustics keyword
> fakes photons?
>
> I'm not sure what kind of effect it would give, I'm just throwing some white
> noise into the discussion :-)
>
Well, as I pointed out in a reply, yeah, for some cases, others, like a
complex pattern based IOR would be either impossible or prohibitively
complex to manage, nor could any simulation deal with materials with odd
properties, like IOR differing by the angle light enters.
--
void main () {
call functional_code()
else
call crash_windows();
}
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