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In article <3a100021@news.povray.org>, Warp <war### [at] tag povray org>
wrote:
> I know that although it looks extremely simple, it's very hard to see
> why this works. If you think about it long enough, you'll figure out why
> it works.
What about cameras other than perspective which don't originate from a
single point?
--
Christopher James Huff
Personal: chr### [at] mac com, http://homepage.mac.com/chrishuff/
TAG: chr### [at] tag povray org, http://tag.povray.org/
<><
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Chris Huff <chr### [at] mac com> wrote:
: What about cameras other than perspective which don't originate from a
: single point?
May not work. If the rays don't originate form a single point, then the
other method may not work either.
Also area ligths may cause problems.
Btw, forgot to mention in my post that you should not transform the object
after the bounding box has been applied (the transformation would move
the bounding box out of the way).
--
main(i,_){for(_?--i,main(i+2,"FhhQHFIJD|FQTITFN]zRFHhhTBFHhhTBFysdB"[i]
):_;i&&_>1;printf("%s",_-70?_&1?"[]":" ":(_=0,"\n")),_/=2);} /*- Warp -*/
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Warp wrote:
>
> May not work. If the rays don't originate form a single point, then the
> other method may not work either.
> Also area ligths may cause problems.
>
The other method (placing the object around camera/light) should still work, in
most cases.
AFAIK the only projections where the camera origin moves are orthographic and
cylindrical 3 & 4. Orthographic will be a problem since the bounding box around
the camera will have to relatively (as large as the up & right vectors). For
cylindrical projection you can use a very thin cylinder around the camera axis,
so there is little likelyhood of reflected rays hitting it.
Area_lights can have the same problem as orthographic camera, but they generally
fill a smaller area of the sky, so problems are less likely.
--
Margus Ramst
Personal e-mail: mar### [at] peak edu ee
TAG (Team Assistance Group) e-mail: mar### [at] tag povray org
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