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Christopher James Huff wrote:
>
>>That looks very nice and offers a lot of interesting possibilities (for
>>both textures and isosurfaces). Could the speed improvements also be
>>used for the regular crackle pattern?
>
>
> Very unlikely. The crackle pattern stores a cache of 125 points in an
> array. Running through a BSP tree for those points would be faster than
> testing each of them for every evaluation of the pattern, but building
> that tree would be much slower than building the array.
I feared something like that. But in many cases where the crackle
pattern is nice to use only a relatively small area of the pattern space
is actually evaluated. In these cases i could imagine a system like this:
- initially build a BSP tree for all points within a certain area
(possibly customizable with a parameter).
- when a point outside this area is evaluated use the old technique.
- when a certain number of points outside needed to be evaluated rebuild
the BSP tree for a different/larger area.
I don't know if this idea is feasible or would be efficient of course.
Christoph
--
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Last updated 25 Oct. 2003 _____./\/^>_*_<^\/\.______
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