Hi all,
Recently I am going to start to work on ray tracing part of my project.
Before this, I need enough preparation, what I mainly do is to focus on the
related part of BoT cause it is a very good example to follow, and all
these basic primitives always share some functions in common.
Here, I have some problems and want to seek for answers, hope for your
help sincerely.
1. When I create a plate mode BoT(with enough faces to form pieces) and
throw it to the ray tracer, it will call rt_bot_piece_shot(...), which is
reasonable. My question is that, if we want b-rep to support pieces ray
tracing, what we need is to tesselate the surface first cause at present it
is only defined by parameters but not really connected triangles, is this
correct?
2. why do we need to support 'piece' ray tracing, is it more efficient
or for some other reasons compared with solid ray tracing?
3. I try to generate a single surface brep model and do ray tracing.
The result is posted on following page(
http://bojianwu.github.io/gsoc2016/week_2/index.html). It makes me
confused. Why only the model posed in side view can get a satisfactory
result, but not front view?, and we even get nothing in front view?
My plan next is to firstly figure out problems I mentioned above and
then go through BVH building procedure of b-rep and start to code for the
real ray tracing part for b-rep.
Thanks for your help. :-)
Best,
Bojian
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