Path: utzoo!utgpu!news-server.csri.toronto.edu!bonnie.concordia.ca!uunet!wuarchive!hsdndev!dartvax!eleazar.dartmouth.edu!npw From: npw@eleazar.dartmouth.edu (Nicholas Wilt) Newsgroups: comp.graphics Subject: Re: Question (silly?) Keywords: raytrace, etc. Message-ID: <1991Jan16.200924.6784@dartvax.dartmouth.edu> Date: 16 Jan 91 20:09:24 GMT References: <79641@unix.cis.pitt.edu> <5427@idunno.Princeton.EDU> Sender: news@dartvax.dartmouth.edu (The News Manager) Organization: Dartmouth College, Hanover, NH Lines: 21 > We have 480000 pixels, each one of which has a single ray. According > to my book, the fastest sphere intersector I have is around 16 adds, > 13 multiplies, and one square root, for a total of 30 floating point > ops. Since we are not using a hierarchy, we have 6 * 30 floating > point operations, or 180 per ray, per bounce. Since we trace > rays to level k, we have 2^k * as many rays per pixel, or 180 * 2^k. > Since we wanted real time (lets assume the video rate of 30fps), > then we have > 800*600*30*180*2^k = 2,592,000,000 * 2^k floating point ops > per second. > And this doesn't even take into account shading. Or color quantization; the problem stated 256 colors. So you'd have to quantize on the fly, as well, or figure out a clever way to do it incrementally. A PC would have a heck of a time doing the real time display even if the frames and color mappings were precomputed and compressed. --Nicholas Wilt npw@eleazar.dartmouth.edu