POV-Ray : Newsgroups : povray.general : Iso Implementation : Re: Iso Implementation Server Time
19 Nov 2024 20:24:34 EST (-0500)
  Re: Iso Implementation  
From:
Date: 11 Jan 2002 02:21:24
Message: <q54t3ukah7489tmfiomlta5022j3rvg55o@4ax.com>
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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