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Warp wrote:
> Josh English <eng### [at] spiritone com> wrote:
> : Thanks, Warp. It's a good summary, and it sounds like a procedure I dont' want to
> : explore, or I'll try to figure it out mathematically
>
> Basic raytracing is pretty simple. Anyone with minimal knowledge of
> programming and calculus can make a simple sphere/plane raytracer (with
> reflections and refractions and simple textures).
> For the count, I have seen this kind of raytracer made in PostScript (!)
> in less than 20 lines (!!!).
By brother told me of a competition where groups of programmers have a small set time
to produce a program, and the latest one was a raytracer, but I'm still waiting for
him
to send me the link.
> Scanline rendering is, however, a lot harder process. It requires tons of
> complicated algorithms and code. I know the basics of scanline rendering and
> I'm sure that I could make a simple renderer, but it would certainly take
> quite lot of time and thinking. It's so complicated, however, that I have
> no inspiration in doing one. A simple raytracer would be a lot easier to make.
Yeah,to program a scan line as you described, I would take a group of polygons in
3space, convert them to a new 3space based on the camera definition, then project it
onto an "image plane" and get some 2d coordinates. A lot of hard work and hours of
debugging for a small thing.
--
Josh English -- Lexiphanic Lethomaniac
eng### [at] spiritone com
The POV-Ray Cyclopedia http://www.spiritone.com/~english/cyclopedia/
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