POV-Ray : Newsgroups : povray.unofficial.patches : Direct Ray Tracing of Displacement Mapped Triangles : Re: Direct Ray Tracing of Displacement Mapped Triangles Server Time
3 Jul 2024 02:11:19 EDT (-0400)
  Re: Direct Ray Tracing of Displacement Mapped Triangles  
From: Christopher James Huff
Date: 27 Apr 2003 12:16:18
Message: <cjameshuff-4BCEBD.12175427042003@netplex.aussie.org>
In article <3eabfca7@news.povray.org>, Wolfgang Wieser <wwi### [at] gmxde> 
wrote:

> > Culling is of little use for ray-tracing, it is a typical scanline render
> > acceleration technique.
> > 
> I was talking about culling as a technique to keep the mesh include file 
> small. Because if you have a 100 million triangle mesh of a planet but 
> only see 5% of them, you can try and do viewport culling -- otherwise 
> the mesh will not fit into memory. 

That's still holding 5 million triangles, and breaking things like 
reflections. You don't seem to get it...that is an example of setting up 
the scene wrong. You are using a much higher resolution mesh than you 
need.

-- 
Christopher James Huff <cja### [at] earthlinknet>
http://home.earthlink.net/~cjameshuff/
POV-Ray TAG: chr### [at] tagpovrayorg
http://tag.povray.org/


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