POV-Ray : Newsgroups : povray.beta-test.binaries : Re: problem with anti-aliasing? : Re: problem with anti-aliasing? Server Time
16 May 2024 11:54:38 EDT (-0400)
  Re: problem with anti-aliasing?  
From: Bill Brehm
Date: 21 Feb 2002 03:39:15
Message: <3c74b233@news.povray.org>
Hi,

I forgot to mention that when I rendered the file in both 3.1 and 3.5.11
with anti-aliasing turned off, the two images are almost (but not exactly)
identical. I don't think I need to upload those images, unless someone asks.

Bill

"Bill Brehm" <bbr### [at] netzeronet> wrote in message
news:3c739448@news.povray.org...
> Hi,
>
> I rendered the same image with 3.1 and 3.5.11. The image from 3.5 looks
like
> something is wrong with the anti-aliasing. Or has something changed that
I'm
> not aware of that affects the image?
>
> The file:
>
> //
> // Persistence Of Vision
> // Synthetic Fiducial for Matrox and
> //
>
> #version 3.1
> global_settings { assumed_gamma 2.2 }
> global_settings { ambient_light 0.1 }
>
> #include "colors.inc"
> #include "textures.inc"
>
> background { color SteelBlue }
>
> #declare Tiny = 0.001;
>
> // Lighting declarations
>
> #declare ledoffset = .125;
>
> #declare ringleds = 60;
> #declare ringlightdiameter = 5.5;
> #declare ringlightdiffuserthickness = 5/32;
> #declare ringlightthickness = 0.5;
> #declare ringlightheight = 0.25;
>
> #declare onaxisledsx = 8;
> #declare onaxisledsy = 8;
> #declare onaxissizex = 4.620998;
> #declare onaxissizey = 4.620998;
> #declare onaxisdiffuserthickness = 0.125;
>
> #declare Led = light_source{
>   <0,0,0>
>   color White * 0.05
>   /*looks_like {
>     union {
>       sphere{ <0,0,0>, 0.09375}
>       cylinder{ <0,0,0>, <0,-0.25,0> 0.09375}
>     }
>     pigment {color Red}
>   }*/
> }
>
> #declare RingDiffuser = difference {
>   cylinder {
>     <0, 0, -ringlightthickness / 2>,
>     <0, 0, ringlightthickness / 2>,
>     ringlightdiameter / 2
>   }
>   cylinder {
>     <0, 0, -ringlightthickness / 2 - 0.001>,
>     <0, 0, ringlightthickness / 2 + 0.001>,
>     (ringlightdiameter - ringlightdiffuserthickness) / 2
>   }
>   texture {
>     Glass3
>     pigment { rgbf <1, 1, 1, 0.5> }
>   }
> }
>
> #declare RingLight = union {
>   #local Count = 0;
>   #while(Count < ringleds)
>     object { Led rotate <0, 0, 90> translate <(ringlightdiameter/2 +
> ledoffset), 0, 0> rotate <0, 0, (360/ringleds * Count)>}
>     #local Count = Count + 1;
>   #end
>
>   object {RingDiffuser}
> }
>
> #declare OnAxisDiffuser = box {
>   <-onaxissizex / 2, -onaxissizey / 2, 0>,
>   <onaxissizex / 2, onaxissizey / 2, -onaxisdiffuserthickness>
>   texture {
>     Glass3
>     pigment { rgbf <1, 1, 1, 0.5> }
>   }
> }
>
> #declare OnAxisLight = union {
>   #local XCount = 0;
>   #while(XCount < onaxisledsx)
>     #local YCount = 0;
>     #while(YCount < onaxisledsy)
>       #local xposition = (XCount - (onaxisledsx - 1) / 2) * (onaxissizex /
> onaxisledsx);
>       #local yposition = (YCount - (onaxisledsy - 1) / 2) * (onaxissizey /
> onaxisledsy);
>       #local zposition = -ledoffset;
>
>       object { Led rotate <90, 0, 0> translate <xposition, yposition,
> zposition> }
>       #local YCount = YCount + 1;
>     #end
>     #local XCount = XCount + 1;
>   #end
>
>   object {OnAxisDiffuser}
> }
>
> // Size of Strip
> #declare StripL = 4.8;
> #declare StripW = 3.55;
>
> // Center of Strip is bottom center
> // Strip length is in Y axis in Z plane, ie at the position it would be
> loaded
>
> // Body is the Dark Green Plastic Bit
> #local StripBodyL = StripL;
> #local StripBodyW = StripW;
> #local StripBodyH = 1.000;
> #local StripMaskH = 0.050;
>
> #local StripBodyTexture =
>   texture {
>     pigment { color red 0.18 green 0.27 blue 0.30 }
> //    finish  { Phong_Glossy }
>   }
>
> #local StripMaskTexture =
>   texture {
>     pigment { color red 0.18 green 0.27 blue 0.30 }
>     finish  { Phong_Glossy }
>   }
>
> #local StripBody = box {
>   <-StripBodyL/2, -StripBodyW/2, StripBodyH>,
>   <StripBodyL/2, StripBodyW/2, 0>
>   texture {
>     StripBodyTexture
>   }
> }
>
> #local StripMask = box {
>   <-StripBodyL/2, -StripBodyW/2, 0>,
>   <StripBodyL/2, StripBodyW/2, -StripMaskH>
>   texture {
>     StripMaskTexture
>   }
> }
>
> // Fiducial constants [mm]
> #local StripFiducialThickness = 0.050;
>
> #local StripFiducialDiameter = 1.000;
> #local StripFiducialStreetWidth = 0.125 * StripFiducialDiameter;
> #local StripFiducialClearance = 0.400;
>
> #local StripFiducialTexture = texture {Gold_Metal}
>
> // Round crosshair fiducial declaration
>
> #local StripFiducial = difference {
>   cylinder {
>     <0, 0, 0>
>     <0, 0, -StripFiducialThickness>
>     StripFiducialDiameter / 2
>   }
>   box {
>     <-StripFiducialDiameter / 2 - Tiny, StripFiducialStreetWidth /
> 2, -StripFiducialThickness - Tiny>
>     <StripFiducialDiameter / 2 + Tiny, -StripFiducialStreetWidth / 2,
Tiny>
>   }
>   box {
>     <StripFiducialStreetWidth / 2, -StripFiducialDiameter / 2 -
> Tiny, -StripFiducialThickness - Tiny>
>     <-StripFiducialStreetWidth / 2, StripFiducialDiameter / 2 + Tiny,
Tiny>
>   }
>   texture {StripFiducialTexture}
> }
>
> // Camera declaration and instantiation
>
> /*#declare lens_dist = function(x, y, z, a, b) {
>    (x + a * x * sqrt(x*x + y*y) + b * x^3 * sqrt(x*x + y*y) ) ^ 2 +
>    (y + a * y * sqrt(x*x + y*y) + b * y^3 * sqrt(x*x + y*y) ) ^ 2
> } */
>
> #declare a_factor = 0.65;
> #declare b_factor = 0.1;
>
> #declare HFOV = 5.00;
> #declare VFOV = HFOV * 3 / 4;
>
> #declare cameraheight = 10.000;
>
> camera {
>   orthographic
>   location <0, 0, 0>
>   right <HFOV, 0, 0>
>   up <0, VFOV, 0>
>   sky <0, 1, 0>
>   direction <0, 0, cameraheight>
>   look_at <0, 0, 1>
>   translate <0, 0, -cameraheight>
> }
>
> #local ArrayMax = 121;
> #local XPos = array[ArrayMax]
> #local YPos = array[ArrayMax]
> #local Scale = array[ArrayMax]
> #local Rotate = array[ArrayMax]
> #local XPos[0] = 0.0;           // force arrays to be floats
> #local YPos[0] = 0.0;
> #local Scale[0] = 0.0;
> #local Rotate[0] = 0.0;
>
> // Lighting and device instantiations
>
> // Note: lighting is defined in inches and the strip is defined in
> millimeters
>
> //object {RingLight translate (<0, 0, -(ringlightthickness / 2 +
> ringlightheight)>)}
> object {OnAxisLight translate (<0, 0, -20>)}
>
> //sphere {<0, 0, 0> 0.1 pigment {Red}}
>
> #local i = int(clock * ArrayMax + 0.5);
>
> #declare Strip = difference {
>   union {
>     object {StripBody }
>     difference {    // !!! fix this
>       object {StripMask }
>       cylinder {
>         <0, 0, Tiny>
>         <0, 0, -StripMaskH - Tiny>
>         (StripFiducialDiameter + StripFiducialClearance) / 2
>         //translate StripFiducialPosition
>       }
>     }
>     object {StripFiducial scale <Scale[i], Scale[i], 1> rotate <0, 0,
> Rotate[i]> translate <XPos[i], YPos[i], 0>}
>   }
> }
>
> object {Strip}
>
> The local ini file:
>
> ;Initial_Frame = 1
> ;Final_Frame = 121
> ;Subset_Start_Frame = 1
> ;Subset_End_Frame = 1
> ;Cyclic_Animation = True
> ;Quality = 2
>
> Antialias = on
> Sampling_Method = 2
> Antialias_Depth = 4
> ;Antialias_Threshold = 0.3
> Jitter = off
>
> Both renders were set to 640x480 AA 0.3.
>
> Thanks,
>
> Bill
>
>
>
>
>
>
>
>
>


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