POV-Ray : Newsgroups : povray.programming : Computationally intensive parts of POV-ray? : Re: Computationally intensive parts of POV-ray? Server Time
23 Apr 2024 16:58:50 EDT (-0400)
  Re: Computationally intensive parts of POV-ray?  
From: Thorsten Froehlich
Date: 26 Mar 2010 02:59:39
Message: <4bac5b5b@news.povray.org>
On 25.03.10 22:45, Michael wrote:
> Hmm, ok, I figured it would be that or calculating intersections.  The thing I
> need help on though is figuring out where to plug in my hardware into the
> source.  So looking through the source, I'd take a guess that most of the
> computation is done in render.cpp, but a lot of it seems boilerplate and I'm
> having a difficult time trying to find where all of the computation is being
> done.  If you could point me to certain functions, I'd appreciate it greatly.

If you need a well documented source code, you might be better off doing 
your project as an extension to the PBRT Ray-Tracer (www.pbrt.org), which is 
actually part of the book with the same name.

Otherwise you will need to take a look at the 
source/backend/support/bsptree.cpp source file and how it is tied into 
POV-Ray 3.7.

	Thorsten


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