Large scale renderization
Posted: 06.11.2007, 16:31
Hello everyone
I'm trying to understand how Celestia works, and I'm a bit stuck on how large scale renderization is handled. In my short career I understood that floating point numbers are not sufficient to render very large scenarios (like the entire universe...) and objects with very different scales (from 1e-6 to 1e20, for example), and I would like to understand how this problem is managed in Celestia.
Can someone explain the algorithm, tell me if there is any documentation, or draw me a scheme? Thank you in advance and keep on the good work!
Reginadelletempeste
I'm trying to understand how Celestia works, and I'm a bit stuck on how large scale renderization is handled. In my short career I understood that floating point numbers are not sufficient to render very large scenarios (like the entire universe...) and objects with very different scales (from 1e-6 to 1e20, for example), and I would like to understand how this problem is managed in Celestia.
Can someone explain the algorithm, tell me if there is any documentation, or draw me a scheme? Thank you in advance and keep on the good work!
Reginadelletempeste