Path: utzoo!attcan!uunet!littlei!omepd!mipos3!rnewton From: rnewton@mipos3.intel.com (Richard Newton) Newsgroups: comp.graphics Subject: Ray tracing vs. Scanline algorithms Summary: which is used in the Real World Message-ID: <3023@mipos3.intel.com> Date: 13 Oct 88 18:12:49 GMT Reply-To: rnewton@mipos3.UUCP (Richard Newton II ~) Followup-To: comp.graphics Distribution: na Organization: Intel Corporation, Santa Clara, CA Lines: 21 Recently, the algorithms discussed in this group have dealt with ray tracing. In college, my senior project was to add some features (transparency, polygon-splitting, back-face removal, etc.) to a graphics program using a scan-line algorithm. Does anybody actually use scan-line algorithms (or anything else, other than ray-tracing) to do actual graphics work? The big advantages of ray tracing is the ease of coding, but it is computationally expensive. The most important part of a ray tracer is the intersection algorithm; is there now an algorithm that makes ray-tracing as fast as other algorithms? I've been considering rewriting the scanline program in C (it is in PASCAL; ugh!), but since all discussion on the net seems to be about ray-tracing, I'm wondering if I should bother. I've never done any benchmarking of different algorithms; any info out there? -- Richard Newton II ...!{decwrl|hplabs!oliveb|amd}!intelca!mipos3!rnewton Intel Corp., 2625 Walsh Ave, Mail Stop SC4-37, Santa Clara, CA 95052-8122