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Le 12.09.2007 21:12, andrel nous fit lire :
> Warp wrote:
>> Jim Henderson <nos### [at] nospam com> wrote:
>>> IIRC (and I probably don't), unrolling loops (in particular) is an
>>> optimization;
>>
>> So how do you unroll a loop which depends eg. on the color of a pixel,
>> determined at rendertime?
>>
> Interesting concept.
> Trying to think of a situation where the presence of objects can only be
> determined during a render...
> Failing...
Have a look at trace function... In still parsing time, already
performing some rendering, usually to place some additional objects.
> I think that would imply that the order of evaluation would be relevant,
> which would make parallel rendering impossible.
There is parse time, and then render time.
But particule system just want to mix them...
And radiosity is another hell.
Of course, once parsed, a full scene could be output just as a
serialisation of all the objects in the scene.
But if you have some parameters for your scene, instead of accessing
only these parameters, you have to make each possible scenes...
Let's say you have a macro to generate a cubic cristal of spheres.
The parameter is the number of sphere per side of the cube. Just
three nested loops, one parameter.
Unroll them... and now what if you want a cube of 4 instead of a
cube of 3 ? A cube of 6 ?
--
The superior man understands what is right;
the inferior man understands what will sell.
-- Confucius
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