POV-Ray : Newsgroups : povray.unofficial.patches : Direct Ray Tracing of Displacement Mapped Triangles : Re: Direct Ray Tracing of Displacement Mapped Triangles Server Time
5 Jul 2024 10:36:03 EDT (-0400)
  Re: Direct Ray Tracing of Displacement Mapped Triangles  
From: Christopher James Huff
Date: 29 Apr 2003 18:06:22
Message: <cjameshuff-6C8C76.18043729042003@netplex.aussie.org>
In article <3EAEEE06.FB1E5431@gmx.de>,
 Christoph Hormann <chr### [at] gmxde> wrote:

> I doubt the speed advantage would be significant.  In the whole low
> resolution area you would have to test against both objects.  You could
> try to make the container of the high resolution part as small as
> possible.  Still it would take additional time.  Any you will have to take
> additional care with the shadow rays.  The selection function is rather
> fast on the other hand.    

You missed the point...any speed gain is a side effect, the purpose of 
this shape is to make it easier to combine the meshes without having to 
make the edges line up perfectly and cut out part of the low-res mesh 
for the high-res mesh to replace. In this case, the high detail mesh 
would always appear in front of the low detail mesh, even if it is 
actually behind it.

I'm not sure how your selection function works, but it sounds like it is 
used to combine multiple meshes into one variable-detail mesh? That 
would be faster overall, and wouldn't have the seam problems, but is 
rather difficult to implement.

-- 
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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