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Re: [grt-talk] Some suggestions.


From: Anton N. Mescheryakov
Subject: Re: [grt-talk] Some suggestions.
Date: Thu, 08 May 2003 14:08:28 +0400
User-agent: Mozilla/5.0 (Windows; U; Windows NT 5.0; en-US; rv:1.4a) Gecko/20030401

Nikodemus Siivola wrote:

2. CSG stuff is really good indeed, besides one severe limitation: it's
two-way only. I think that it may be resolved in conjuntion with more
robust occlusion/visibliliy testing.

??? I'm sorry, but I don't understand. Can you please explain. Also, the
CSG is still immature.
Currently, CSG seems to accept just two objects as its arguments while there isn't anything wrong in union/intersecton/difference of >2 objects. Of course, there is some optimization tradeof: if object A intersects B, A intersects C but B and C doesn't intersect, testing of B-C intersection in futile. But it's up to octrees, IMO.

Speaking on octrees. When casting rays, vast majority of them simply miss and just take your time away. So why don't render the scene with some _very_ simple scanline algorythm (no shading at all) and don't cast initial rays for scene fragments there scanline didn't find anything? BTW, I hardly can find much of differences between the 1st generation of rays and Z-buffer methods...

Just some ideas,
   Anton N. Mescheryakov.





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