POV-Ray : Newsgroups : povray.pov4.discussion.general : Support of NURBS-Surfaces : Re: Support of NURBS-Surfaces Server Time
28 Apr 2024 03:23:44 EDT (-0400)
  Re: Support of NURBS-Surfaces  
From: m1j
Date: 24 Nov 2009 13:40:00
Message: <web.4b0c280b1a8c6309ccf67d800@news.povray.org>
"H. Karsten" <h-karsten()web.de> wrote:
> "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

https://renderman.pixar.com/products/whats_renderman/2.html

On the contrary, Pixar turns all surfaces into triangles based on pixel space.
This is how it is able to render displacement so well


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