POV-Ray : Newsgroups : povray.beta-test : SSLT & CSG Artefacts : Re: SSLT & CSG Artefacts Server Time
5 Oct 2024 18:25:02 EDT (-0400)
  Re: SSLT & CSG Artefacts  
From: MessyBlob
Date: 18 Apr 2009 12:40:01
Message: <web.49ea015f375289deaddfbead0@news.povray.org>
"clipka" <nomail@nomail> wrote:
> Mike Raiford <"m[raiford]!at"@gmail.com> wrote:
> > Attached is a minimal scene that demonstrates the artifact. Essentially
> > where CSG ojects join, there are seams. At first I thought this was due
> > to union, but this occurs even with merge.
> [...]
> This is a basic problem of the algorithm that needs to be sorted out in the POV
> environment: To compute the surface color of a certain object at a certain
> location, it needs to find nearby points on the surface of the very same
> object.
>
> Define "same object" in a CSG setting... tricky.

Does this raise some fundamental design questions about POV-Ray? We have the
original direct lighting model, the radiosity model, and photons, we have
different attributes, like surfaces/finishes (ambient, diffuse, specular),
interiors (media, SSLT, fog), and we have different modelling constructs
(primitives shapes, implicit surfaces, CSG, closed composites).

The problem is that they do not all talk to each other like we would casually
expect, An example relevant to this post would be SSLT and 'media scattering'
currently only working with direct light sources.

Is it worth asking a fundamental design question about standards and interfaces
for the very top-level of (classifications of) POV objects? (surfaces,
interiors, models), so that all compliant features, new and old, will operate
with all the others? I appreciate that new features might necessarily introduce
new elements to the interfaces, if they are radical enough.

I'm going to cross-post this to the POV v4 thread, and encourage responses
there, rather than here.


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