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I know what you mean ...
But: If I have a ray, I know it's direction and I can follow him and see
which "rooms" in my octree would be hit ...
Lets say for every Pixel I do this to create my New Scene-Description-File:
First set every Roomin my octree to 0. (If I have depth 4 then there
will be 4096)
When I trace the Ray:
I have the starting-point and the End point of ONE traced ray.
Then I can mark the rooms where they are in and every room between
them ("between" in the virtual space, not in the tree) with 1.
At the End-Point, where something happens, maybe multiple new Rays
are send out, but handled the same way.
When all the sub-Rays have terminated, and I know the color of my
current Pixel(Ray)
I look which rooms are marked with 1 and save them.
For 4096 Subrooms I would need additional 512Byte for every Pixel I
render
This would make my File at 640x480 150MB (157'286'400Byte) ... hmmm
quite a lot ...
But now on a retrace I can compare my Old-Scenefile and my current
scene-file and look which rooms have changed ...
When tracing the new file then, I just need to look if a ray for the Pixel
is through one of the changed rooms ...
Hmmm ... but it still wouldn't solve radiosity ...
--
,', Jan Walzer \V/ http://wa.lzer.net ,',
',',' student of >|< mailto:jan### [at] lzernet ',','
' ComputerScience /A\ +49-177-7403863 '
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