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If you have an animation where the objects affecting the photons do not
change, this could save a lot of time. One of the demo scenes for UVPov6.1
has the following code:
#if(clock=0)
save_file "mediaph.ph"
#else
load_file "mediaph.ph"
#end
This is especially the case if the camera is the only thing that moves.
Now, as this relates to radiosity -- Unlike photons, the computation of
radiosity is very camera-dependant. If generate the radiosity data and then
move the camera and re-use it, you will likely be missing some spots.
-Nathan
Nieminen Juha <war### [at] punarastas cs tut fi> wrote...
> Are there any other advantages of saving the photon map than speeding up
> a continued trace?
> The scene usually changes from render to render (trial and error style
> modelling) so I think that the photon map changes as well.
>
> --
> main(i,_){for(_?--i,main(i+2,"FhhQHFIJD|FQTITFN]zRFHhhTBFHhhTBFysdB"[i]
> ):5;i&&_>1;printf("%s",_-70?_&1?"[]":" ":(_=0,"\n")),_/=2);} /*- Warp -*/
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