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In article <3ef3420b$1@news.povray.org>,
sascha <sas### [at] users sourceforge net> wrote:
> Christopher James Huff wrote:
>
> > ...maybe even using ray differentials.
>
> This would be a great feature because it would theoretically allow to
> filter off high frequencies from pigments - like antialiased shaders do
> in RenderMan Shader Language - making supersampling only necessary for
> edges.
Yes...and a similar filtering could be used on the pigments to
strengthen small details. However, the pigments would still need to be
supersampled...it could just be done separately from edges. Maybe
something like this: sample the surface coverage, computing an average
location and normal for each surface hit by the pixel, and then compute
texturing once with that information and the ray footprint. It may be
too much work for the possible savings.
--
Christopher James Huff <cja### [at] earthlink net>
http://home.earthlink.net/~cjameshuff/
POV-Ray TAG: chr### [at] tag povray org
http://tag.povray.org/
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