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In article <web.3edf5ebd7e2b69fbaa7c54710@news.povray.org>,
"Rohan Bernett" <rox### [at] yahoocom> wrote:
> Bicubic texture filtering. There is actually a #DECLARE statement for cubic
> filtering in the POV source, but there is no implementation that uses it.
That shouldn't be too hard.
> Fractal texture filtering. I've seen a sample image that has been resized
> using fractal interpolation, and did it ever look good.
Aside from being highly complex to implement, this would probably slow
things down a lot. You'd be better off resizing outside of POV, and
using a computationally cheaper method in the rendering.
> Displacement mapping. I've read a bit about it in a magazine (although this
> article was about it in DirectX 9), and it sounds like it would be quite
> useful in POVRay. Add a displacement{} block with the appropriate contents,
> just like the normal{} one.
This one has been discussed a *lot*. To summarize: it is possible, but
is far from simple. General displacement would require tessellation of
all objects, which is possible but a real pain to implement.
--
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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