[squeak-dev] Possible approaches for rendering in Morphic 3
Juan Vuletich
juan at jvuletich.org
Sat Sep 6 16:02:33 UTC 2008
Hi Igor,
Igor Stasenko wrote:
> 2008/9/4 Juan Vuletich <juan at jvuletich.org>:
>
>> Hi Folks,
>>
>> I've added this to my web: http://www.jvuletich.org/RenderingApproaches.html
>> . It is about the different approaches for rendering of morphs for Morphic
>> 3. This is the problem I'm dealing with now, so I'd appreciate any ideas or
>> pointers.
>>
>>
>
> This two approaches having same pros and cons as shading vs ray
> tracing. Shading technique using filled triangles to draw graphics,
> and similarily can override pixels multiple times.
Didn't know that. Thanks. (BTW, I'm no 3d expert, my background comes
from Signal and Image Processing).
> With ray tracing
> each pixel color computed separately which enables to draw images of
> high photorealistic quality. The issue is same - speed.
> I don't think that per-pixel rendering is the way to go, because most
> of hardware is not ready yet.
> In 10 years situation will change, and we will have enough computing
> power in our desktop computers to do that, but not now.
>
May be you're right, but as I'm only rendering 2d objects, the
computational cost should be much lower than for ray tracing. Besides,
if Morphic 3 turns to be usable only with help from OpenCL or CUDA or
some other special hardware, it is not too bad.
Thanks for your comments!
Cheers,
Juan Vuletich
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