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In article <3ee5a9ca@news.povray.org> , sascha
<sas### [at] users sourceforge net> wrote:
> Well, with all your privious posts you gave the impression that you
> enjoy writing long posts :-)
They take a real lot of time, and I usually have a lot more things to do
that end up having to wait :-(
> Just one more stupid question: Are you talking about hardware-scanline
> renderers (OpenGL and the like) only or about REYES too?
It is still a scanline algorithm. It simply uses a different subdivision
method to turn objects into triangles. As the triangle size will be a
constant factor or some kind, it does not change the complexity.
> There are some test results and analysis about its time-complexity here:
> http://www.cis.ohio-state.edu/~stuart/cis781/final.html
Hmm, it says O(n*4^p/g) and g being "somewhat constant", which would suggest
the complexity really is O(n*4^p), or O(n*4^m) using the variable names I
used. It would only make sense if g > p would always be true, and the
authors imply the best case will be g =< p.
Thus, I don't think this makes sense because it implies that the average
case, and not only the upper bound, is also n*4^m, which would make the
problem not solvable in polynomial time! But I didn't read the whole paper,
maybe I missed something important ... Warp?
Thorsten
____________________________________________________
Thorsten Froehlich, Duisburg, Germany
e-mail: tho### [at] trf de
Visit POV-Ray on the web: http://mac.povray.org
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