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> The idea is that this process could be applied recursively (of course)
> to split up A and C, and also adaptively -- maybe a human (read:
> complex triangle mesh) is standing in the upper right quadrant of A
> and moving to C; one could recursively divide A and the children from
> A until the human is contained almost entirely within an exact fit
> box. That box could 'move' over to C later in the animation.
The problem is not nor explanation, nor the spatial tree structure.
POV-Ray already uses a hierarchy of bounding slabs. The thing is, for an
animation, POV-Ray parses the scene afresh for each frame, recreating
the bounding slab tree from scratch. Thus each tree is static and has no
need to adapt to changing geometry.
Thank you anyway for your suggestion.
--
"The rules of programming are transitory; only Tao is eternal.
Therefore you must contemplate Tao before you receive enlightenment."
"How will I know when I have received enlightenment?" asked the novice.
"Your program will then run correctly," replied the master.
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