POV-Ray : Newsgroups : povray.binaries.images : 'Accidental' isosurface : Re: 'Accidental' isosurface Server Time
18 May 2024 00:19:46 EDT (-0400)
  Re: 'Accidental' isosurface  
From: Kirk Andrews
Date: 19 Nov 2009 10:58:33
Message: <4b056b29$1@news.povray.org>
scott wrote:
>> Like this?
>>
http://news.povray.org/povray.binaries.animations/thread/%3Cweb.4b02da71bde7fd6d299b4a940%40news.povray.org%3E/

>>
>> That 256x256x256 df3 took a few minutes to generate on my machine, so 
>> the proof of concept works.
> 
> Hehe I just did the same :-)  Mine was 1024x1024x1024 df3 file which 
> took about half an hour multithreaded under c#.net (I decided the 
> speedup I could get by easy multithreading in c# outweighed the speedup 
> I could get with C++ over C#).  The render only took about 2 minutes, 
> it's just an isosurface and a few lights.
> 
>> I haven't optimized the code too far yet, it's still using the trig 
>> functions, but it can be used for any value N.
> 
> Yeh mine too, it looks like there should be a way to lose the trig even 
> with N=8, but it might get a bit scary...
> 
>> Unfortunately it's not multi-threaded yet either, but as soon as I 
>> learn a bit more about how to write that, the structure of the code 
>> will require very little modification to allow that.
> 
> Yeh, I chose to do it under C# because it's very easy to do the 
> multithreading on there and I have no experience of doing multithreading 
> on normal C++.  I just wanted to get something working this afternoon to 
> see what it looked like.
> 
> The issue is that the isosurface is still made up of millions of little 
> cube shaped voxels, I think the only way to improve that is to write a 
> fractal-ray tracer too!  Or maybe patch POV...
> 
> 
> ------------------------------------------------------------------------
> 

Amazing!  I wish I was half as smart as all these programmers around 
here.  I'd love to see a large and detailed render.


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