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On Thu, 10 Jan 2002 14:58:17 -0800, "Ben Chambers" <bdc### [at] yahoocom>
wrote:
> Does the isosurface implementation work by:
> a) Subdividing a ray, testing for inside / outside, until a good
> approximation of the border is found,
probably something like this
process seems much more complicated and depends on isosurface parameters
> b) Symbolically solving the function for the intersection with the ray?
don't even think about it
> If (a) is used, would (b) provide better speed? Or would the math be "not
> trivial" (as my friend always says)?
documentation says: "In contrast to the other mathematically based shapes in
POV-Ray, isosurfaces are approximated during rendering and therefore they are
sometimes more difficult to handle."
more you can read at http://www.povray.org/working-docs/id000167.html
ABX
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