POV-Ray : Newsgroups : povray.general : POV-Ray Origins : Re: POV-Ray Origins Server Time
2 Apr 2026 19:55:49 EDT (-0400)
  Re: POV-Ray Origins  
From: Mr
Date: 2 Apr 2026 04:25:00
Message: <web.69ce276551ecd28816086ed06830a892@news.povray.org>
David Buck <dav### [at] simberoncom> wrote:
> On 2026-03-27 11:51 a.m., Bald Eagle wrote:
> > Were there things that you've always wanted to implement, but never did?
>
> I thought it would be interesting to add octree subdivision to the
> raytracer.  The main raytrace loop goes:
>
>     For each ray
>        For each object in the scene
>           If the ray intersects the object
>              Collect the intersection point
>        End
>     End
>
>     Find the closest intersection point and calculate the lighting
>
> With an octree, you divide the space into large cubes and subdivide
> those cubes that contain something.  The algorithm, then, becomes
>
>     For each ray
>        Traverse empty cubes until you find a non-empty one
>           Calculate intersections with the small number of objects in
> that cube.
>
> I always thought that it would dramatically speed up the rendering by
> eliminating the vast majority of the ray/object intersection calculations.

Does that mean the BSP and BVH are currently not doing this? that would be a
major bottleneck! (or did you mean you wish you had implemented it yourself?)

https://www.povray.org/documentation/3.7.0/r3_2.html#r3_2_8_6

THANKS for all of this of course ! :-) (we all hope that when you retire you get
back to more poving!)


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