Ken wrote:
>
> It could be done if true displacement mapping were added to the program.
> Not impossible but difficult to code and yes it is expensive processor
> wise.
>
However, "true displacement mapping" as used in practice, involves tessellating
the primitive and displacing the resultant mesh.
The way I understand it, performing non-uniform transformations (including
displacement mapping) on a mathematical primitive would require finding the
intersection of the primitive and a curved ray - often impossible for all
practical purposes.
--
Margus Ramst
Personal e-mail: mar### [at] peak edu ee
TAG (Team Assistance Group) e-mail: mar### [at] tag povray org
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