Larry,
Thanks for the information. I have managed to do the bit mapping
routine with some sucsess. As you mentioned, the camera positions and
mirror angles are crucial. Since the angle a ray is reflected off of the
mirror is the same as the angle of incidence of that ray (ie. it is
bisected by a normal to the plane of the mirror), a geometric analysis of
the scene is required to do this. Unfortunately, I have a scene modeled on
a real object, and my intent is to see what combinations and locations of
mirrors will work inside a very small space. A major concern is blockage
of one mirror by another. So far, guided guesses and trial and error on
the blockage is teh best I can do without a sophisticated ray tracing
program (add that to my 3DS wish list).
Thanks for your time.
Rich Schwartz
NASA Langley Research Center