POV-Ray : Newsgroups : povray.pov4.discussion.general : General POV-Ray outline / flowchart : Re: General POV-Ray outline / flowchart Server Time
6 Nov 2025 04:56:48 EST (-0500)
  Re: General POV-Ray outline / flowchart  
From: Bald Eagle
Date: 3 Nov 2025 16:00:00
Message: <web.6909175476d299a16fcb1eeb25979125@news.povray.org>
---

## High‑level flowchart

```
Start
  │
  ├─► 1) Read CLI / INI options
  │        (input file, libs, image size, AA, output type, etc.)
  │
  ├─► 2) Load scene sources
  │        (main .pov + #include files via library paths)
  │
  ├─► 3) Parse SDL
  │        a) Scan & tokenize
  │        b) Parse syntax → build scene data
  │        c) Evaluate expressions/macros/functions
  │
  ├─► 4) Build render structures
  │        (materials, textures, lights, camera, objects,
  │         bounding/acceleration, symbol tables)
  │
  ├─► 5) Prepasses (optional)
  │        a) Radiosity pretrace
  │        b) Photon shooting/sorting
  │        c) Media setup
  │
  ├─► 6) Render view (multi-threaded)
  │        a) Partition image into rectangles/tiles
  │        b) For each pixel: primary ray(s)
  │        c) Intersections, shading, secondary rays
  │        d) AA sampling & filtering
  │
  ├─► 7) Post & output
  │        (gamma/display; write PNG/TGA/BMP/PPM; alpha/bit depth)
  │
  └─► End
```

---

## Expanded outline (what each stage does and where to look)

### 1) Read command‑line / INI options
- POV‑Ray merges options from the command‑line and `.ini` files:
input file (`+I`), library paths (`+L`), image size (`+W`, `+H`), display

depth, alpha, partial regions, and more. These options drive both parsing and
rendering behavior.

### 2) Load scene sources
- The main scene file is opened, and any `#include` files are resolved using the
current working directory and configured library paths. Parsing options also
honor version switches affecting language compatibility.

### 3) Parse SDL into an internal scene
**Lexing & tokenization**
- **Scanner** reads raw characters (handles encoding, whitespace, comments) and
emits lexemes.
- **Tokenizer** converts lexemes into tokens (identifiers, numbers, strings,
keywords, operators).

**Syntax & semantic parsing**
- The **Parser** consumes tokens and constructs the in‑memory scene:
objects, CSG, transforms, textures/pigments/finishes, lights, cameras, media,
and control structures (`#declare`, `#local`, `#macro`, conditionals, loops). It
manages symbol tables and evaluates expressions; user‑defined functions
are compiled to an internal representation for evaluation.

> Where to look in the tree: `source/parser/*` for scanner/tokenizer/parser;
`reservedwords.*` for language tokens. The


### 4) Build render‑time structures
- Parsed scene data are organized into runtime structures used by the renderer
(scene graph, object instances, materials). Spatial data structures and bounding
information are prepared to accelerate intersection tests; views and task queues
are initialized for multi‑threaded rendering. (See the rendering engine
overview and scene/view/task classes.)

### 5) Optional prepasses: global illumination & volumetrics
- **Radiosity** pretrace: samples indirect diffuse lighting and populates a
cache before (and during) final rendering. Controlled via `global_settings {

save/load data).
- **Photon mapping**: shoots photons from light sources, stores them
(surface/media photon maps), then sorts/builds lookup structures used during
shading for caustics and volumetric effects.
- **Media setup**: configures participating media (scattering/absorption) for
volumetric lighting and fog during the ray march in the render stage. (General
capability references via integration docs and engine overview.)

### 6) Rendering the image (core ray tracing loop)
**Block/rectangle scheduling (multi‑threaded)**
- The renderer splits the image into rectangles (tiles). Worker threads pull

utilization and cache behavior.

**Per‑pixel workflow**
1. Generate primary camera ray(s) through the pixel.
2. Traverse acceleration/bounding to find the nearest intersection.
3. Shade the hit point:
   - Direct lighting (light sampling, shadows/attenuation).
   - **Radiosity** (indirect diffuse) lookup/update if enabled.
   - **Photon map** estimates for caustics/volumetrics if enabled.
   - Reflections/refractions, fresnel, dispersion, normal/bump mapping,
procedural/textured pigments, media marching, etc.
4. Spawn secondary rays as needed (reflection/refraction/shadow/GI) with
recursion limits.
5. **Anti‑aliasing**: Depending on method, adaptively supersample pixels
when contrast exceeds threshold; recursive subdivision for `+AM2` vs.
non‑recursive `+AM1`. Jittering is optional.

### 7) Post‑processing & file output
- Apply display/gamma handling as configured; update interactive preview if
enabled. Output is then encoded in the requested format (e.g., PNG, TGA,
BMP/SYS, PPM) with chosen bit depth and optional alpha, controlled by
`Output_File_Type`, `Bits_Per_Color`, `Output_Alpha`, and `Output_to_File`.
Partial‑region rendering and resume/abort are also supported through
options.

---

## Quick cross‑reference (docs & source)

- **Official documentation hub** (3.7/3.6): tables of all runtime options &
language features.
- **Parsing options** (input file, includes, versioning):
- **Output file options** (formats, bit depth, alpha):
- **Display/preview & gamma**:
- **Anti‑aliasing** (threshold, methods, jitter):
- **Radiosity** (reference/how‑to):
- **Photon mapping** (implementation overview):
- **Rendering engine internals** (view, tiles, threads, trace pixel):
- **Repo root / status**:

---


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