Am Thu, 13 Mar 2008 08:15:23 +0100 schrieb Christoph Hormann:
>
> is this cache per thread or global? The former would make more sense
> since the rays are only correlated in a thread and not between several
> ones. Also it would make sense to exclude radiosity rays.
>
There is one cache per thread per isosurface via
boost::thread_specific_ptr. I figured out that the number of cache
entries should be kept smaller than (number of lightsources + number of
reflective textures on the isosurface). So only one cache entry is enough
for most simple scenes with non-reflective isosurfaces.
>
> Sounds much like the sphere tracing technique to me - i once tried this
> and it did not seem to be have a significant advantage to me.
You are right. I did not know what this technique was called. The current
POV implementation finds a root on an interval [t_min, t_max] in a fixed
number of recursions. I tried to lower this number somehow but it did not
work out well.
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