POV-Ray : Newsgroups : povray.binaries.images : Box division : Re: Box division Server Time
23 Apr 2024 12:19:47 EDT (-0400)
  Re: Box division  
From: Samuel B 
Date: 25 Sep 2021 18:20:00
Message: <web.614fa042154a1cc3cb705ca46e741498@news.povray.org>
William F Pokorny <ano### [at] anonymousorg> wrote:
> On 9/22/21 7:02 PM, Samuel B. wrote:
> > I was looking through old files for something else and came across this scene.
> > Since I can't remember if I ever posted it or not, I am doing so now!
>
> Neat! I don't recall seeing a previous post.
>
> is poor and without the extra Test_Thick_Cylinder() your scene is 48%
> slower in povr than v3.8 beta 2!

I did consider doing some 'manual' bounding for the tori (boxes sized to
encompass only the clipped objects), but I'm not sure how much it would actually
help since there would still be plenty of empty space where no ray could ever
make an intersection.

> Someday need to play with something for arcs based upon 'carefully'
> placed blobs -

Are you talking about using blobs as the bounding objects, to take advantage of
their bounding performance vs. the toruses' bounding performance?

> or maybe some kind of tori slice and dice into a union
> for performance. My expectation is we can do better than that internal
> Test_Thick_Cylinder() test bounding wise.

Slicing and dicing tori for smaller bounding objects? Sound complex...

One thing I've noticed about slicing objects (using clipped_by, open geometry,
etc.) and putting them into a union, is that weird artifacts can appear when
rendering them. Especially if transparency in involved.

Sam


Sam


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