home *** CD-ROM | disk | FTP | other *** search
- Newsgroups: comp.graphics
- Path: sparky!uunet!zaphod.mps.ohio-state.edu!saimiri.primate.wisc.edu!caen!destroyer!cs.ubc.ca!uw-beaver!fluke!plato!coy
- From: coy@plato.ds.boeing.com (Stephen B Coy)
- Subject: Re: Faster ray intersector for POV
- Message-ID: <BzF6v7.Equ@plato.ds.boeing.com>
- Organization: Boeing Defense & Space Group
- References: <SBCHANIN.92Dec16025348@raisin-nut.ai.mit.edu> <724573602snx@osea.demon.co.uk>
- Date: Thu, 17 Dec 1992 20:13:54 GMT
- Lines: 21
-
- In article <724573602snx@osea.demon.co.uk> andy@osea.demon.co.uk (Andrew Haveland-Robinson) writes:
- >I haven't been through the code in detail, but there must be a few loops
- >that could be unwound a little. The sluggishness comes from multiplatform
- >code I guess.
-
- In general ray tracing is a slow process. Right now the best way to
- get the most speed out of POV is to make sure that your objects use
- bounding boxes to help speed things up. If you are render polygon
- objects you should be using raw2pov which automatically adds the
- bounding heirarchy. Many people have reported 10-15 times speedups
- with this. Currently the POV developers are looking into adding
- automatic bounding for a future version. Until then you'll either
- have to do it by hand or use a different ray tracer like RayShade,
- Vivid, Bob, or MTV.
-
- Stephen Coy
- coy@plato.ds.boeing.com
-
- author of Vivid & Bob
- drinker of fine ales
-
-