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29 Jul 2024 00:27:09 EDT (-0400)
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From: Warp
Subject: Re: intersection tests
Date: 24 Oct 2007 18:31:58
Message: <471fc7de@news.povray.org>
Grassblade <nomail@nomail> wrote:
> IMO, a simple alternative could be to trace a point, compare the distance in
> the color space with the last traced point. If distance in color-space is
> greater than a user defined threshold, trace the middle-point, otherwise
> guess that the middle point is an average of the two traced points.

  That may miss a thin object or other detail at that middle point.

  Also, how to adapt that to antialiasing?

-- 
                                                          - Warp


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From: Grassblade
Subject: Re: intersection tests
Date: 25 Oct 2007 17:55:00
Message: <web.47210fb0acb0bd7945deea430@news.povray.org>
Warp <war### [at] tagpovrayorg> wrote:
> Grassblade <nomail@nomail> wrote:
> > IMO, a simple alternative could be to trace a point, compare the distance in
> > the color space with the last traced point. If distance in color-space is
> > greater than a user defined threshold, trace the middle-point, otherwise
> > guess that the middle point is an average of the two traced points.
>
>   That may miss a thin object or other detail at that middle point.
>
>   Also, how to adapt that to antialiasing?
>
> --
>                                                           - Warp

Yup, correct, pixel-wide features would have a 50% chance of being skipped.
I guess there is no free meal. :-(

Regarding antialiasing, assume the middle pixel is guessed with an average
of bordering pixels. Then you can write pixel color= "true" color + error.
If you apply aa to a block containing guessed points, you get the real
color plus a fraction of the error(s). So aa on top of the algorithm
actually helps smooting out errors.


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