In what cases do we need to handle interpenetration of triangles? Can we divide them into smaller, non-overlapping triangles to avoid interpenetration?
motoole2
We could potentially do this, but this gets really expensive really quickly... especially when rendering millions of triangles to a screen every second. When it comes to both rasterizing and ray tracing triangles, it is a lot easier to simply sample one or multiple discrete points within the pixel to determine how much area each triangle occupies. This was discussed later in the lecture.
In what cases do we need to handle interpenetration of triangles? Can we divide them into smaller, non-overlapping triangles to avoid interpenetration?
We could potentially do this, but this gets really expensive really quickly... especially when rendering millions of triangles to a screen every second. When it comes to both rasterizing and ray tracing triangles, it is a lot easier to simply sample one or multiple discrete points within the pixel to determine how much area each triangle occupies. This was discussed later in the lecture.