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"Christopher James Huff" <cja### [at] earthlink net> wrote in message
news:cja### [at] netplex aussie org...
> One possibility is to march through the lattice of voxels covering the
> scene, and for each voxel compute the average of the pigments for each
> object that contains that point. This will lose any infinitely thin
> objects, for those you would need to use raytracing.
Since you need to do raytracing anyway, why not for each ray calculate the
intersections between _all_ objects (not just the nearest), and store them
in a queue? Then, this queue of intersections could be processed into a
voxel format.
...Chambers
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