CompuServe Messages

#Rayman

    23-Dec-94 11:13:38
Sb: #143443-#Rayman
Fm: M. G. BATCHELOR 71532,1214
To: EDWARD HARVEY 75533,3303
Hi Edward, Thanks. I really can't tell you how long it took, because VisArt rendered it for me. I don't have much computing horsepower these days. It did take a very long time, but understand – it was designed strictly as a test for a highly recursive scenario, with 20-25 levels & internal reflections enabled. I'm sure it was generating/spawning >100 rays/per/pixel. The geometry was was also intentionally large (150k faces). By optimizing the geometry & the renderer via the various parameters (many available), I'm sure the scene could have been trace in a tiny fraction of the time, without much/any visible differences. Check it out. Raytracing of any sort is not fast, and with a number of parameters enabled with distributed raytracing (as with Rayman), you're looking at 5-50 times slower than a fast scanline approach. However, Rayman is a fast raytracer & a high-quality raytracer. The really great & unique thing is the connection/integration with 3DS.