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Once again, I can't more highly recommend the Graphics Gems series, or how
important and helpful it would be for people interested in helping further
develop POV-Ray to begin implementing some of these algorithms.
Doing so in c++ would allow immediate test implementation, however implementing
them in SDL would allow others to play, learn, and become confident in
implementing algorithms of their own choosing.
http://cas.xav.free.fr/Graphics%20Gems%204%20-%20Paul%20S.%20Heckbert.pdf
I'll likely now be poring over the line/ray-cylinder intersection articles.
(Since it is directly related to sor spline bounding, but also there seems to be
issue with correctly rendering cylinders with an essentially unbounded endpoint)
- BE
(I was also excited to see a full polygonolization algorithm for implicit
surfaces just before the line-cylinder intersection articles!)
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