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Author Topic: Quaternions - solid on orbit trapping  (Read 329 times)
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David Makin
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« on: November 06, 2009, 03:30:14 PM »

Hi, I finally got around to trying the new algorithm that "fixed" the delta DE method out on a DE style method for solid on orbit trapping, 1st results:

<a href="http://www.youtube.com/v/KI-beZSZDIE&rel=1" target="_blank">http://www.youtube.com/v/KI-beZSZDIE&rel=1</a>

Note that the render time was just under 1 minute per frame @640*480 which I'm rather pleased with given the difficulty of getting the thin bits rendered accurately. The max iterations used for the above animation was just 8 and "solid" is based solely on the point trap distances.
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