Path: utzoo!utgpu!news-server.csri.toronto.edu!rpi!uupsi!sunic!news.funet.fi!cc.tut.fi!jk87377 From: jk87377@cc.tut.fi (Juhana Kouhia) Newsgroups: comp.graphics Subject: Re: Scene Description Standard Message-ID: <1991Apr30.151157.6786@cc.tut.fi> Date: 30 Apr 91 15:11:57 GMT References: <1991Apr30.003612.16050@mks.com> <30137@rouge.usl.edu> Organization: Tampere University of Technology Lines: 38 In article <30137@rouge.usl.edu> msr@gator.cacs.usl.edu (Srinivas R. Manapragada) writes: > >However one should also have some kind of procedural features. > > for(x = 0; x < 100; x++) > for(y = 0; y < 100; y++) > FirTree(x + dither(), y + dither()); Now the main algorithm for the ray tracers in the net is 1. build the scene 2. trace it I have designed my program so that I can generate the objects on the fly with the modelling language I have in the program. For example, if I have a crass field I can present it by program code, it takes a bit memory and is nearly as fast as if I store each crass to the memory; a large one memory. In the article John M. Snyder and Alan H. Barr, Ray Tracing Complex Models Containing Surface Tessellations, SIGGRAPH '87 Proceedings they made a large field by copying a small crass field part to the several places; of course you don't see the similarities easily, but if our field is not equally distributed it causes problems with the memory. >but it may be more important to parameterize by, say, the surface >color, texture etc. If you mean "sphere r g b texture pos_x pos_y pos_z"-type presentation I say no. It's much easier if every parameter is possible to replace by a small program - user can make that program too. RenderMan is good example. That all guess means that the program must be in object format not executable. Juhana Kouhia