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This is a normal post Yes, but with difficulty.
The problem is that after the first bounce a ray can end up anywhere in your scene, especially if you are doing lighting simulation or lots of reflections.

One approach is to split up the scene into regions and have a processor/machine/fpga dealing with each one, but then you have to deal with the problem of handing over rays between regions and routing results back to whatever asked for them.

The details get a bit horrible.
(, Fri 8 Feb 2013, 14:16, , Reply)