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f8ba4c8 @nikodemus add NOTES
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1 KD TREE BUILD TIMES
2
3 BUNNY
4 Building mesh bounding tree for 69451 faces
5 Tree depth: 29
6 Real: 4.22, User: 3.91 System: 0.30 seconds
7 GC: 0.18 seconds, 573.14 Mb consed
8
9 BUDDHA
10 Building mesh bounding tree for 1087716 faces
11 Tree depth: 39
12 Real: 72.43, User: 57.41 System: 14.30 seconds
13 GC: 17.81 seconds, 6314.31 Mb consed
14
15 DRILL
16 Building mesh bounding tree for 3855 faces
17 Tree depth: 18
18 Real: 0.07, User: 0.06 System: 0.002 seconds
19 GC: 0.00 seconds, 10.46 Mb consed
20 Building mesh bounding tree for 1288 faces
21 Tree depth: 17
22 Real: 0.04, User: 0.04 System: 0.001 seconds
23 GC: 0.00 seconds, 6.88 Mb consed
24
25 DRAGON
26 Building mesh bounding tree for 871414 faces
27 Tree depth: 37
28 Real: 47.96, User: 44.59 System: 3.06 seconds
29 GC: 6.64 seconds, 4851.75 Mb consed
30
31
32
33 Normal Transformations
34
35 See Apple Technical Report #22:
36 papers/Turkowski--Transformations_of_Surface_Normal_Vectors--1990.pdf
37 http://www.worldserver.com/turk/computergraphics/NormalTransformations.pdf
38
39 Efficiency Issues for Ray Tracing
40
41 Brilliance
42
43 1.0 - inf
44
45 High values cause shallow light angles to decrease diffuse component.
46
47 Usage: (N.L)^brilliance
48
49 Diffuse component (POV)
50
51 I_d = a * d * I * C * (N . L) ^ b
52
53 where d : surface's diffuse reflection coefficient
54 b : surface's brilliance
55 C : surface's color
56 N : surface's normal vector
57 L : light vector (pointing at the light)
58 I : intensity of the incoming light
59 a : attenuation factor
60
61 Phong (highlight) component (POV)
62
63 I_p = p * C * (R . L) ^ s
64
65 where p : surface's phong reflection coefficient
66 s : surface's phong size
67 C : surface's color/light color depending on the metallic flag
68 R : reflection vector
69 L : light vector (pointing at the light)
70
71 The reflection vector is calculated from the surface normal and
72 the viewing vector (looking at the surface point):
73
74 R = -2 * (V . N) * N + V, with R . R = 1
75
76 Specular component (POV)
77
78 I_s = s * C * (H . N) ^ (1 / r)
79
80 where s : surface's specular reflection coefficient
81 r : surface's roughness
82 C : surface's color/light color depending on the metallic flag
83 N : surface's normal
84 H : bisection vector between V and L
85
86 The bisecting vector H is calculated by
87
88 H = (L - V) / sqrt((L - V).(L - V))
89
90
91 ----
92
93 PATTERN TYPES
94
95 * pigment (currently called color)
96 * shader (about what POV calls texture_map)
97 * normal
98 * finish
99
100 COMPOSITE-PATTERN
101
102 * What POV calls average pattern.
103
104 TEXTURE
105
106 (make-instance 'texture
107 :normal (make-instance '
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