Invisible wrote:
>
> If you have some insane isosurface object, it's going to take forever to
> trace it no matter what bounding algorithm you use.
Not necessarily but creating a tight fitting bounding (no matter if
using BVH or BSP) is difficult for arbitrary isosurfaces. See:
http://www.imagico.de/fast_iso/patch.html
Concerning which method is 'better' - that quite definitely depends on
the scene. And note in POV-Ray the BVH method is combined with Vista
and Light buffers which can speed up things quite a lot in some cases.
Christoph
--
POV-Ray tutorials, include files, Landscape of the week:
http://www.imagico.de/ (Last updated 14 Mar. 2006)
MegaPOV with mechanics simulation: http://megapov.inetart.net/
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