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In article <3A113018.38BF2359@lami.univ-evry.fr>, Francois LE COAT
<fle### [at] lamiuniv-evryfr> wrote:
> Raytracing kernels are well known for their relative slowness in the
> rendering computation. Why not to use the solution of the selective
> raytracing, that is used by the other famous renderers.
You mean use a hybrid scanline/raytracing technique instead of straight
raytracing? There are several reasons this won't happen, mostly due to
tesselation:
It would require all POV primitives to be tesselated to polygons. This
is very difficult for some primitives, impossible for some.
Because of the above, memory requirements would explode.
POV currently traces shapes directly, the tesselation would require more
parameters for all objects to deal with resolution/etc. Also, the
quality of the resulting images would suffer.
--
Christopher James Huff
Personal: chr### [at] maccom, http://homepage.mac.com/chrishuff/
TAG: chr### [at] tagpovrayorg, http://tag.povray.org/
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