Warp <war### [at] tag povray org> wrote:
> Of course there's a catch: The inverse transformation must exist, and
> it must be linear. The ray must remain straight after the transformation.
> Raytracing with curved rays is prohitively difficult and slow.
>
> That's the reason why non-linear transformations are so difficult.
> They would require raytracing with curved lines, which would be slow
> and error-prone.
>
> --
> - Warp
Hmm, but wouldn't it be straightforward to keep the transformation matrix
linear and have the ray vector be an easy to invert non-linear
transformation? E.g.
(a11 a12 a13)(x^2)
(a21 a22 a23)(y^3)
(a31 a32 a33)(z)
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