Path: utzoo!attcan!uunet!decwrl!sgi!shinobu!odin!texas.esd.sgi.com!robert From: robert@texas.esd.sgi.com (Robert Skinner) Newsgroups: comp.graphics Subject: Re: A-Buffer source (and plotting lots of triangles)? Message-ID: <10760@odin.corp.sgi.com> Date: 23 Jul 90 17:40:57 GMT References: <1990Jul16.225553.2623@maths.tcd.ie> <1264@idunno.Princeton.EDU> <10491@odin.corp.sgi.com> <11657@hydra.gatech.EDU> Sender: news@odin.corp.sgi.com Reply-To: robert@sgi.com Organization: Silicon Graphics Inc., Entry Systems Division Lines: 66 In article <11657@hydra.gatech.EDU>, gg10@prism.gatech.EDU (Gregory L. Galloway) writes: |> 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. that's not how I interpreted the statement: "Polygons in general do not have a natural coordinate system for dicing. This is fine in our case, because bicubic patches are our most common primitive, and we hardly ever use polygons." I think the first sentence refers to polygons with 5 or more vertices, in which case I agree. How do you split or dice a pentagon? I believe the second sentence implies that Pixar almost always uses more sophisticated primitives than polygons. I also got the *impression* that polygons didn't render much faster than bicubic patches, so why bother with polygon limitations? |> 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)? that is basically what I did. I rendered triangles and quadrilaterals and did simple midpoint subdivision (I didn't do anything special for bow-tie quads.) |> I'm |> curious to know how the system performs compared to a simple Z-buffer w/ |> straight scan-conversion and no stochastic sampling. well, you are going to pay the price for the splitting and dicing that Reyes does that a plain vanilla Z-buffer doesn't. In addition, the the straight scan-conversion algorithm could use coherency effectively on large polygons. Reyes micropolygons are much smaller, so you would lose some there too. I think Reyes is a beautiful system. Its clean and simple. I plan on re-implementing my Reyes-like renderer in C++ to take advantage of the (sort of) object-oriented style. But I think it sacrifices some speed for the great God of realism and the potential for parallelism. I think the trade-off is worth it. |> |> Thanks in advance, |> |> Greg Galloway |> gg10@prism.gatech.edu Robert Skinner robert@sgi.com You will encounter several species of small, furry animals, gathered together in a cave and grooving with a pict