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"Bruno Cabasson" <bru### [at] cabasson com> wrote:
> Hi all!
>
> Considering that many 3D applications (eg games) use single precision for their
> renders, I am wondering where we really need double precision for 'normally'
> sized scenes. I mean scenes that do not mix microscopic and gigantic distances.
>
> For sure, if the dynamic is huge, we absolutely need double precision, at least
> for object coordinates. But, if the dynamic in distances is reasonable, is it
> mandatory to use double precision for the following features :
>
> ray - bounding box intersection tests ?
> ray - object intersection computation ?
> others (TBD) ?
>
[snip]
>
> What do you think ? Has the subject already been debated here ?
The dynamic doesn't even have to be huge. See:
http://news.povray.org/povray.binaries.images/thread/%3Cweb.47e40ce72d3a644685de7b680@news.povray.org%3E/?ttop=304745&t
off=500
Since the error was not lighting-related, I don't think the 37,417 POV-unit
distance to the light source should be considered in the dynamic. What sort of
dynamic do you have in mind?
POV-Ray does not seem suited to single precision. Perhaps it is the nature of
mathematically defined shapes that they require higher precision than mesh-based
systems.
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