"scott" <sco### [at] scottcom> wrote:
...
> Being able to render the patches directly without triangulating would be
> cool! I guess you "just" need a ray-patch intersection formula - does such
> a thing exist? Or use some kind of sampling method like media to find the
> surface? I have no idea if that will be any faster than splitting up into
> pixel sized triangles.
The Pixar Renderman is rendering NURBS and Patches without triangulation in
before.
Its very fast, saves times and space.
Holger
Post a reply to this message
|