On Fri, Apr 18, 2008 at 7:43 PM, Don Stewart <[EMAIL PROTECTED]> wrote:
> jsnow: > > A new version of my raytracer is out. It now supports cones, cylinders, > > disks, boxes, and planes as base primitives (previously it only > > supported triangles and spheres), as well as transformations of > > arbitrary objects (rotate, scale, translate) and the CSG operations > > difference and intersection. Perlin noise and Blinn highlights have > > been added, as well. > > > > http://syn.cs.pdx.edu/~jsnow/glome/<http://syn.cs.pdx.edu/%7Ejsnow/glome/> > > > > Glome can parse NFF-format scene files (see > > http://tog.acm.org/resources/SPD/), but many features are only > > accessible via raw Haskell, since NFF doesn't support very many kinds of > > primitives. I included a TestScene.hs file that demonstrates how to > > create a scene with various kinds of geometry (including a crude attempt > > at a recursively-defined oak tree) in haskell. There isn't any > > documentation yet, but many of the primitives have constructors that > > resemble their equivalents in povray, so anyone familiar with povray's > > syntax should be able to figure out what's going on. > > Very impressive. Did you consider cabalising the Haskell code, so it > can be easily distributed from hackage.haskell.org? > > I note on the website you say: > > "no threading (shared-memory concurrency is not supported by ocaml, > in haskell it's buggy)" > > Could you elaborate on this? Shared memory concurrency is a sweet spot > in Haskell, and heavily utilised, so I think we'd all like to know more > details.. > Not sure what you need shared memory concurrency for in this case as it seems to be a straightforward parallelism problem (i.e. the different threads would be different pixels, there is no sharing needed). -- Sebastian Sylvan +44(0)7857-300802 UIN: 44640862
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