[squeak-dev] Possible approaches for rendering in Morphic 3

Igor Stasenko siguctua at gmail.com
Sun Sep 7 00:38:57 UTC 2008


2008/9/7 Joshua Gargus <schwa at fastmail.us>:
> 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. With ray tracing
> each pixel color computed separately which enables to draw images of
> high photorealistic quality. The issue is same - speed.
>
>
> A small (at least in the context of this thread) nitpick: it's not the
> per-pixel color computation that allows ray-tracing to produce high-quality
> images.  These days, graphics hardware also allows "arbitrary" code to be
> run to compute the color of each pixel.  The main reason that ray-tracing
> looks better for some scenes is the ability to easily incorporate multiple
> reflections/refractions into the per-pixel color computation.
>

Right, and this is achieved by analyzing scene geometry for each
interesting pixel(ray).
So, here the analogy: it deals with scene on a per-pixel basis.

> Cheers,
> Josh
>
> 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.
>
>
>
> Cheers,
> Juan Vuletich
>
>
>
>
>
>
>
>
>



-- 
Best regards,
Igor Stasenko AKA sig.



More information about the Squeak-dev mailing list