I have been looking w/o success for a bit of detail on how to split and dice geometry for the creation of micropolygons in a reyes renderer.
I have looked at the code for several open source renderers, and I feel that I don’t have enough grounding in the subject matter to get as much out of it as I should.
I have read the siggraph 2000 notes, and the '87 reyes paper on pixar’s site, and while these were helpful in getting the bird’s eye view of what’s going on, I’m getting lost in some of the details. (I do plan to read them again).
I also noticed that it was splitting more than just geometry. The code that I was looking at (jrman – it seems to be the smallest functional reyes renderer out there with source, that’s why I picked it to start) splits uv’s, normals, and other things that I couldn’t quite make out.
If you know of any articles that discuss the process at a bit higher level, and then get into the math a bit I would appreciate it. Or, if you think that the best answer is to keep at the code then I’d like to know that too.
Thanks. ![]()
edit oh, BTW, hats off to the folks responsible for aqsis, jrman and pixie for providing really nice renderers complete with code. Thanks!
