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Posted for mailto:hel### [at] freefr
Hi all,
I'm working, and I've been working for more than six years on a POV III
modeller on ATARI platforms. I would like to suggest you the following
proposal for the next versions of POV.
Raytracing kernels are well known for their relative slowness in the
rendering computation. Why not to use the solution of the selective
raytracing, that is used by the other famous renderers.
I think that there would be a large gain in computation time, and
that it would be a great pleasure for images designers, and
furthermore for animation designers.
Please consider my sincere salutations,
Friendly,
Emmanuel
| Emmanuel BARANGER - helijah : ATARI TT030 6Mb |||
| Author of EB Model 3 / | \
|
| The official site of EB Model 3 :
| http://ebmodel3.atari.org or http://helijah.free.fr
|
| Member of 3D french ring
| http://perso.wanadoo.fr/pierre.g/index.html
|
| Member of Atarifr ring
| http://www.webring.org/cgi-bin/webring?ring=3Datarifr;list
|
| Member of french3D list
| http://www.multimania.com/french3d/
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In article <3A113018.38BF2359@lami.univ-evry.fr>, Francois LE COAT
<fle### [at] lamiuniv-evryfr> wrote:
> Raytracing kernels are well known for their relative slowness in the
> rendering computation. Why not to use the solution of the selective
> raytracing, that is used by the other famous renderers.
You mean use a hybrid scanline/raytracing technique instead of straight
raytracing? There are several reasons this won't happen, mostly due to
tesselation:
It would require all POV primitives to be tesselated to polygons. This
is very difficult for some primitives, impossible for some.
Because of the above, memory requirements would explode.
POV currently traces shapes directly, the tesselation would require more
parameters for all objects to deal with resolution/etc. Also, the
quality of the resulting images would suffer.
--
Christopher James Huff
Personal: chr### [at] maccom, http://homepage.mac.com/chrishuff/
TAG: chr### [at] tagpovrayorg, http://tag.povray.org/
<><
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Francois LE COAT wrote:
>Raytracing kernels are well known for their relative slowness in the
>rendering computation. Why not to use the solution of the selective
>raytracing, that is used by the other famous renderers.
Do you mean like the +SR, +ER, +SC and +EC switchs do in
povray?
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