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Alain Martel <kua### [at] videotron ca> wrote:
>
> The main problem here is that POV-Ray is primitive based, NOT mesh based.
> GPU rendering is heavily mesh optimized. They can process in parallel,
> but only if all threads need to use the same base code. With POV-Ray,
> there is no universal geometry handling code : Each and every primitive
> require different code and GPU just can't cope with that requirement.
Hi,
this is my first post here, so I would like to say thanks for the great renderer
I am familiar with since last century (about 1993). Now I am back to it and
glad to discover a lot of new features and improvements.
As to rendering CSG-based scenes on GPU, I found two interesting papers that
would like to share with you:
https://www.scitepress.org/papers/2017/61364/61364.pdf
http://ceur-ws.org/Vol-1576/090.pdf
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