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Tim Cook <z99### [at] bellsouthnet> wrote:
> On a related note, if you go the reductio ad absurdum mathmatica route
> and do number crunching with anything on the computer that can possibly
> do so, could you raytrace with a sound card...?
Heheheh!!
I don't really know (this coming from the guy that asked a really stupid
question), but if I could, then I want to know how!
My specs for P.C are 150MHz+Co-Processor, soundcard, and SVGA 24-bit color
(at 640x480 res, 800x600 =16-bit, 1280x960 = 256color!), so if the
soundcard could be used, then I want to know about it!
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Ghost_Dog wrote:
> I don't really know (this coming from the guy that asked a really stupid
> question), but if I could, then I want to know how!
> My specs for P.C are 150MHz+Co-Processor, soundcard, and SVGA 24-bit color
> (at 640x480 res, 800x600 =16-bit, 1280x960 = 256color!), so if the
> soundcard could be used, then I want to know about it!
Keep in mind that my reply was mostly in jest; you'd get better render
speeds out of a 386/33 in any event. I was asking merely on a 'is this
physically possible' level. The next level would be doing raytracing
calculations by low-end calculator, abacus, and/or paper-and-pencil.
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Ghost_Dog <gho### [at] hotmailcom> wrote:
> soundcard could be used, then I want to know about it!
I don't know about making graphics with the soundcard, but the other
way around is possible.
3D-cards have demonstrably been used to mix sounds and make several
sound effects at ultraspeed.
--
#macro N(D)#if(D>99)cylinder{M()#local D=div(D,104);M().5,2pigment{rgb M()}}
N(D)#end#end#macro M()<mod(D,13)-6mod(div(D,13)8)-3,10>#end blob{
N(11117333955)N(4254934330)N(3900569407)N(7382340)N(3358)N(970)}// - Warp -
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Tim Cook wrote:
> On a related note, if you go the reductio ad absurdum mathmatica route
> and do number crunching with anything on the computer that can
> possibly do so, could you raytrace with a sound card...?
Well, I don't know how advanced the latest sound cards are, but if you
imagine a reverb algorithm that takes some geometry of a room, position of
speakers, microphones etc then that it starting to sound scarily like ray
tracing.
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In article <4188aa1f$1@news.povray.org>, "scott" <sco### [at] spamcom>
wrote:
> Well, I don't know how advanced the latest sound cards are, but if you
> imagine a reverb algorithm that takes some geometry of a room, position of
> speakers, microphones etc then that it starting to sound scarily like ray
> tracing.
Not really. Sound wavelengths are long enough that sound probably can't
be simulated well by raytracing techniques. You need to simulate wave
interactions, raytracing simulates particles. Voxel processing
techniques and/or patch radiosity would seem more likely to be useful.
--
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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