POV-Ray : Newsgroups : povray.unofficial.patches : Direct Ray Tracing of Displacement Mapped Triangles : Re: Direct Ray Tracing of Displacement Mapped Triangles Server Time
5 Jul 2024 10:46:11 EDT (-0400)
  Re: Direct Ray Tracing of Displacement Mapped Triangles  
From: Warp
Date: 27 Apr 2003 14:49:53
Message: <3eac2650@news.povray.org>
Wolfgang Wieser <wwi### [at] gmxde> wrote:
> I was talking about culling as a technique to keep the mesh include file 
> small. Because if you have a 100 million triangle mesh of a planet but 
> only see 5% of them, you can try and do viewport culling -- otherwise 
> the mesh will not fit into memory. 

  There's no way of knowing which parts of the mesh will not be visible
in the final image other than raytracing the image.
  Raytracing is more versatile than scanline-rendering: In scanline rendering
when a triangle is facing away or if it's located outside the viewing port,
you know that it will not be visible. However, raytracing is not that simple.
A triangle can be far behind the camera, yet be visible in the final image.


-- 
#macro M(A,N,D,L)plane{-z,-9pigment{mandel L*9translate N color_map{[0rgb x]
[1rgb 9]}scale<D,D*3D>*1e3}rotate y*A*8}#end M(-3<1.206434.28623>70,7)M(
-1<.7438.1795>1,20)M(1<.77595.13699>30,20)M(3<.75923.07145>80,99)// - Warp -


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