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Tom Fogal wrote:
>
> I was curious if POV ray itself or anyone out there was working on an
> AMR based representation of the objects in a scene. For those not
> familiar with the buzzword, its basically the same old subdivision
> methods except now the tree can adapt in time. For example, a ball in
> the upper left quadrant might be flying towards the upper right in an
> animation. At the beginning of the animation, the top left quadrant
> would have lots of resolution -- that quadrant would be defined by 4
> subquadrants, and one of them (the one that contains the ball) might
> have 4 of its own divisions.
You should know this only makes very limited sense since POV-Ray shapes
are not approximated with triangle meshes for the render. Your 'ball'
would be just a sphere which is a single entity and does not profit from
being subdivided in a spartial data structure.
Also note the required detail level does not only depend on the distance
of the camera in a raytracer - adaptive subdivision (for thse shapes
where it could make sense) would only work on per-ray basis.
Finally in contrast to a scanline renderer you don't gain a lot of speed
by replacing a detailed triangle mesh in a raytracer with a low detail
representation.
So to sum it up the only significant gain of such a technique would be
cases of mesh subdivision where it is either very expensive to generate
the whole mesh or it takes too much memory to store it.
Christoph
--
POV-Ray tutorials, include files, Landscape of the week:
http://www.tu-bs.de/~y0013390/ (Last updated 01 Jul. 2005)
MegaPOV with mechanics simulation: http://megapov.inetart.net/
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