POV-Ray : Newsgroups : povray.general : A good blurred reflection with bumps : Re: A good blurred reflection with bumps Server Time
3 Aug 2024 22:18:21 EDT (-0400)
  Re: A good blurred reflection with bumps  
From: Christopher James Huff
Date: 7 Jan 2004 09:29:38
Message: <cjameshuff-ED3DE3.09294207012004@netplex.aussie.org>
In article <3ffb74d6$1@news.povray.org>,
 Severi Salminen <sev### [at] NOT_THISsibafi> wrote:

> The easiest approach would be to apply higher AA to objects that the 
> rays hit first. I don't think there would be any need for "2nd or more 
> generation" object specific AA. So if the ray hits a transparent object 
> with higher AA, then we would AA only that specific point no matter what 
> objects there are behind (with whatever AA settings). Basically this is 
> same as 2D AA map based on regions - I think?

One problem...media containers, windows, and other low-visibility 
transparent surfaces. And you can't just pick the highest AA settings 
hit...maybe you have a scene with a starry sky, and want lower settings 
there so they don't get AA'd into oblivion. You'd want to be able to 
exclude such objects, or maybe use the first hit that specifies a 
per-object AA setting rather than the first hit. But then, what's the 
first hit with an AA setting? Are reflections ignored? Say you have a 
highly reflective window into another room. The other room has an object 
with one custom AA setting, the room you're in has an object with 
another custom setting, and the reflection of that one overlaps the 
transmitted image of the other.

Maybe it would be possible to separate the antialiasing of shape 
geometry, texture, reflection, and transparency...but the system starts 
to get a lot more complex. And what do you do at the edges? Say you have 
a high-AA object partially in front of a no-AA object...

-- 
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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