POV-Ray : Newsgroups : povray.programming : Function based distortions of non isosurfaces : Re: Function based distortions of non isosurfaces Server Time
28 Jul 2024 06:18:13 EDT (-0400)
  Re: Function based distortions of non isosurfaces  
From: ABX
Date: 9 Oct 2002 02:44:16
Message: <qgj7quotfhqgv5faomtvprd421eqdme434@4ax.com>
On Tue, 8 Oct 2002 23:19:31 -0700, "Jeff M. Thomas" <zaz### [at] yahoocom> wrote:
> Well, I think the real proximity function is in the isosurface code which
> I've left essentially unchanged.

There is some proximity function in sources ???? I can't find such a keyword
in listing. I mean something like famouse proximity pattern ?

> The object function itself simply uses brute force, shooting out rays until
> it thinks it has a decent distance to return, which at this point simply
> means it has one or more hits. Fortunately as the points get closer to the
> object more rays hit and the results get more accurate. I don't pretend at
> this point that it's optimal or even slightly efficient; frankly I'm rather
> surprised how well it works the way it stands.
>
> That's why I've asked for suggestions on optimizing the method, such as an
> efficient proximity function for the general case :-).

You should look sources of good old proximity pattern available in MegaPOV.
You can check additional parameters there were available to control finding
nearest intersection point. I think it is much better to have such an addition
as pattern. It could be placed in traditional texture with apropriate map.
Be sure you have readed all proximity related threads on this news server.
There were some further suggestions IIRC.

ABX


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