POV-Ray : Newsgroups : povray.general : Stars, sizes, and antialiasing. (Was: Re: Starfields...) : Re: Stars, sizes, and antialiasing. (Was: Re: Starfields...) Server Time
5 Aug 2024 16:16:47 EDT (-0400)
  Re: Stars, sizes, and antialiasing. (Was: Re: Starfields...)  
From: Christopher James Huff
Date: 29 Aug 2002 22:14:56
Message: <chrishuff-92DF8D.22141829082002@netplex.aussie.org>
In article <Xns### [at] 204213191226>,
 "Rafal 'Raf256' Maj" <raf### [at] raf256com> wrote:

> it will use same alghoritm as vista buffer - to project 'pixels' on 
> view-plane

The vista buffer only works with 2 camera types. And with those, I don't 
think it works with camera normals or certain camera transformations.


> > Why even bother? The chances of a ray hitting the sphere are
> > vanishingly slow, so might as well not intersect with it at all. It
> > would just slow things down.
> 
> the point of finding P' is that RAY will hit this very small sphere, 
> because one of rays (for point A') will go straight throug center of sphere

If you already know the adjusted location of the point, why bother 
testing for an intersection with a tiny sphere at that location?


> btw. after all - I think that post-processing is WRONG for starts - think 
> about simple plane + statrs scene - it will render ok, but add 
>   sphere { 0 10 finish { reflection .7 } pigment { color rgb 1 } }
> the sphere will NOT reflect stars at it should

How will it reflect your "pixel" primitive? That isn't any improvement.

Adjusting the antialiasing algorithm and using high-brightness spheres 
or textures (or something like glows) seems like a better idea to me.

-- 
Christopher James Huff <cja### [at] earthlinknet>
http://home.earthlink.net/~cjameshuff/
POV-Ray TAG: chr### [at] tagpovrayorg
http://tag.povray.org/


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