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In the scanline rendering world, where everything is made of triangles,
collision checking is done by testing the intersection of triangles.
Using bounding box hierarchies and other optimization methods this can
be done fairly quickly and accurately.
But as always, when we have only mathematical surfaces, not triangle
tesselations, problems arise.
One solution would be, thus, tesselating all your objects (internally,
no need to render the tesselated objects) and perform the collision
checking using some known algorithm.
Of course tesselating a free scene is a problem in itself...
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plane{-x+y,-1pigment{bozo color_map{[0rgb x][1rgb x+y]}turbulence 1}}
sphere{0,2pigment{rgbt 1}interior{media{emission 1density{spherical
density_map{[0rgb 0][.5rgb<1,.5>][1rgb 1]}turbulence.9}}}scale
<1,1,3>hollow}text{ttf"timrom""Warp".1,0translate<-1,-.1,2>}// - Warp -
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