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clipka wrote:
> You're making a point there. Strange that I didn't think of that myself:
> After all, I did come up with that backside illumination thing, which
Wait up! You haven't dismissed it as a curiosity, have you? I think even
if it makes a cameo appearance in a beta somewhere, I might like to see
it :)
> (among other) engages radiosity in just this manner. So yes, the
> radiosity code /could/ just as well be used to detect outward edges as
> well.
>
> If it's done smart enough, the radiosity code could be used in a
> "lightweight" variant for surfaces that want edge proximity but not
> backside radiosity illumination, so that could somewhat keep the
> rendering time from exploding: After all, in those cases sample rays
> need to be shot only to determine the distance to nearby objects in that
> direction, without the need to do any texture computations there.
Now, is this a process that follows from screen-level evaluation? Or
does the sampling fill 3D space evenly? Both? I guess what I mean to
ask, is will there be a change in the pattern between animation frames?
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