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21 Apr 2024 07:11:52 EDT (-0400)
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From: Bald Eagle
Subject: Re: fish_with_pipes.zip
Date: 8 Mar 2023 13:45:00
Message: <web.6408d6bf90d041e21f9dae3025979125@news.povray.org>
"Mike Miller" <mil### [at] gmailcom> wrote:

> Thanks BW.
> I like that idea - using the cameras frustum shape for an inside/outside test.
> Using the cameras' hither and yon planes for space partitioning. BSP?

Nope.  I'm currently too ignorant and unskilled to implement a BSP.  ;)

IIRC, it was just a check to see which side of the 6 planes that bounded the
View Frustum the selected point was on.  Simple.  Fast.

I suppose there might be a way to convert the frustum into a signed distance
function (SDF) and do it that way.   It would be slick, and then you'd have the
distance calculation integrated into each check as well.

- BW


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From: Thomas de Groot
Subject: Re: fish_with_pipes.zip
Date: 9 Mar 2023 02:55:35
Message: <640990f7$1@news.povray.org>
Op 08/03/2023 om 17:37 schreef Mike Miller:
> Thanks Thomas. Very nice - big help.
> Objects not seen by the camera but reflecting in visible surfaces could present
> a problem. I guess you could 'add-back' objects not seen but within a distance
> of the frustum - if that object type was important to the reflections in the
> view.
> Mike.
> 
> 
Indeed. It does not happen often, but then... ;-)

Found the demo. Attached (the macro is written out in the scene again; 
can be replaced by a call to the external macro file of course).

-- 
Thomas


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Download 'gt_visibilitytest.pov.txt' (5 KB)

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