POV-Ray : Newsgroups : povray.general : Real-Time & Pre-Rendered Radiosity : Re: Real-Time & Pre-Rendered Radiosity Server Time
5 Nov 2024 01:26:46 EST (-0500)
  Re: Real-Time & Pre-Rendered Radiosity  
From: Warp
Date: 9 Aug 2003 17:57:46
Message: <3f356e5a@news.povray.org>
None <Non### [at] onca> wrote:
> Is there a way to use Povray to render the required texture maps to use in 
> real-time 3D?

  The lightmaps used in real-time rendering engines are precalculated
usually with the so-called hemicube algorithm (use google for more info).
The great thing about this algorithm is that it can be used with hardware
(ie. the 3D-card), which accelerates the calculation of the lightmaps
a lot faster.
  Naturally the same job could be done with POV-Ray. The problem would
be that while a 3D-card renders at least a hundred of lightpatches per
second, it would take POV-Ray at least some seconds, if not minutes
(depending on scene complexity) to do one lightpatch.

  Thus, it would be possible, but not very feasible.

  (By the way, with POV-Ray the hemisphere algorithm could be used, which
is the "original" algorithm used by radiosity. The hemicube algorithm is a
variant developed so that 3D-cards could be used for the calculations.
However, the differences are so minimal that there isn't really any
advantage of this fact.)

-- 
#macro N(D)#if(D>99)cylinder{M()#local D=div(D,104);M().5,2pigment{rgb M()}}
N(D)#end#end#macro M()<mod(D,13)-6mod(div(D,13)8)-3,10>#end blob{
N(11117333955)N(4254934330)N(3900569407)N(7382340)N(3358)N(970)}//  - Warp -


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