POV-Ray : Newsgroups : povray.general : True Antialiasing : Re: True Antialiasing Server Time
4 Aug 2024 06:16:28 EDT (-0400)
  Re: True Antialiasing  
From: Christopher James Huff
Date: 28 Aug 2003 11:08:38
Message: <cjameshuff-5D845E.11084028082003@netplex.aussie.org>
In article <3f4e007c@news.povray.org>, Warp <war### [at] tagpovrayorg> 
wrote:

> Christopher James Huff <cja### [at] earthlinknet> wrote:
> > Right, it's not impossible
> 
>   I wouldn't say that. There are many problems which are not solvable
> analytically. One classical example is modelling the orbits of a three-body
> gravitational system: There's no analytical function which would give
> you the location of a body at any given time. You have to calculate
> it numerically (ie. approximating it iteratively).

Read the message I was responding too...it talked about solving it 
numerically. Actually, read my message: I made it quite clear what I was 
saying. Using pyramid tracing may be possible in theory, but would make 
things impractically difficult and would have almost zero quality 
benefit, since most things would have to be broken down and solved 
numerically anyway, and a big impact on rendering speed.

-- 
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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