POV-Ray : Newsgroups : povray.binaries.images : Picking up steam... slowly... : Re: Picking up steam... slowly... Server Time
31 Jul 2024 20:20:42 EDT (-0400)
  Re: Picking up steam... slowly...  
From: Alain
Date: 22 Sep 2009 14:00:40
Message: <4ab910c8$1@news.povray.org>

> Alain schrieb:
> 
>> Punching holes in any object result in bounding inefeciency, that 
>> increases the render time.
> 
> I know that, but...
> 
>> Each and every ray that encounter the bounding box of one of the 
>> struts needs to be tested against the strut AND every object used to 
>> make the holes.
> 
> ... for some reason the many, many small cylinders I'm cutting away to 
> round off inward edges don't seem to matter that much.

A cylinder is much more effecient than a prism to cut holes.
If you cut ceveral holes using prisms, you need to evaluate each prism 
for every rays.

Use two prisms, one for the faces and another for the edges, and add 
small cylinders to do the beveling between the faces and the edges.
You'll get an union with no or very few differences or intersections.

Do you use a prism and 3 cylinders to punch those rounded triangular 
holes. If you use a besier spline, you can have straight and round 
parts, and do away with a good part, even all, of the cylinders. Even if 
the prism takes slightly longer to render after that, you'll gain more 
by no longer having that difference.


Alain


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