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Hugo wrote:
>
> Well I'm not into the source code, but what about to precalculate just the
> bit of isosurface, that is currently rendering? I mean, POV-Ray renders
> pixel by pixel, line by line. For each pixel, many things has to be done,
> but it shouldn't be necessary to calculate the surface, for that pixel, more
> than once.. I wonder if it's calculated many times, since some objects like
> iso's takes much longer.
I don't really understand, without reflection/refraction you have usually
only two intersection tests per pixel, where do you want to avoid
calculations?
There is already a cache for the last ray that speeds up renders of
isosurfaces with large 'empty' areas, for example a torus with small minor
radius.
Christoph
--
POV-Ray tutorials, IsoWood include,
TransSkin and more: http://www.tu-bs.de/~y0013390/
Last updated 18 Mar. 2002 _____./\/^>_*_<^\/\.______
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