Path: utzoo!attcan!uunet!samsung!uakari.primate.wisc.edu!uflorida!stat!sun13!prism!gg10 From: gg10@prism.gatech.EDU (Gregory L. Galloway) Newsgroups: comp.graphics Subject: Re: A-Buffer source (and plotting lots of triangles)? Message-ID: <11657@hydra.gatech.EDU> Date: 22 Jul 90 00:53:41 GMT References: <1990Jul16.225553.2623@maths.tcd.ie> <1264@idunno.Princeton.EDU> <10491@odin.corp.sgi.com> Organization: Georgia Institute of Technology Lines: 20 In article <10491@odin.corp.sgi.com>, robert@texas.esd.sgi.com (Robert Skinner) writes: > I implemented a renderer with a Reyes-like front end, and two scan > conversion back ends: scanline Z buffer with 4x4 or 8x8 > stochastically jittered subsamples, an alpha buffer with 4x4 or > 8x8 masks. > > Robert Skinner > robert@sgi.com Cook, et al., said that the Reyes system worked really well when splitting patches, but not polygons. How about just simple triangles? Has anyone tried writing a rendering system based on Reyes which just uses simple midpoint subdivision (as in fractals but w/o the random displacement)? I'm curious to know how the system performs compared to a simple Z-buffer w/ straight scan-conversion and no stochastic sampling. Thanks in advance, Greg Galloway gg10@prism.gatech.edu