"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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