POV-Ray : Newsgroups : povray.newusers : slim photon rendering : Re: slim photon rendering Server Time
28 Jul 2024 18:21:30 EDT (-0400)
  Re: slim photon rendering  
From: Jan Dvorak
Date: 9 Jan 2008 12:04:25
Message: <4784fe99$1@news.povray.org>
CAD-Andi napsal(a):
> Jan Dvorak <jan### [at] centrumcz> wrote:
>> CAD-Andi napsal(a):
>>> Hi!
>>>
>>> I'm experimenting with POVRay to simulate a simple physics-lab setup involving
>>> the following:
>>>
>>> A spot light
>>> A Mirror Surface (does not need to be visible, just must perfectly reflect the
>>> light.)
>>> Some shadow generating objects before and after the mirror (invisible to the
>>> camera too)
>>> A semi-transparent Screen that catches and displays the reflected photons.
>>>
>>> I've accomplished this task already by using "double_illuminate" for the
>>> screen., but I'm struggling with optimizing the render time.
>>> I understand that photons take their time to be calculated. But for a simple
>>> setup like
>>> this I hope I can keep the render time under halve a minute for a 600x800 image.
>>> Can someone give me some hands on tipps about best global settings and about how
>>> useful
>>> commands like "autostop" and other options like "adc_bailout" could be?
>>> Maybe with a little example script, optimized for fast calculation, showing a
>>> sharp and crisp projection of light reflected by a rectangular mirror against a
>>> screen. I don't need fancy blending and anti-alias. Speed is what I seek :-) ...
>>> Thanks in advance!!
>>>
>>> PS: I think POVRay is the cooles thing since melted cheese!
>>>
>>> Andi
>>>
>>>
>> the 'autostop' doesn't help much since the mirror is equal to its own
>> bounding box
>> I guess the photons only take one bounce - off the mirror - so the never
>> bailout, either
>> try reducing the photon count or increasing the spacing (whichever you use)
>> save_file the photons if you can
> 
> Jan,
> 
> Thanks for your answer. Does saving the photon map do any good if the
> orientation of the mirror changes from frame to frame? I suspect not, because
> the photons would be reflected into a diferent direction. Right?
Right.
> Is there anything else one could think of? Reducing the number of photons
> resulted in poor coverage of the screen, expecially when the light hits the
> screen under a slim angle.
> Thanks again ...
> 
> Andi
> 
>


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