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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:
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.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.
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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