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On Sun, 30 Jun 2002 22:34:14 +0200, Alessandro Coppo <a.c### [at] iolit> wrote:
> I did not fix any POV bug, I simply discorvered it and laughed about such
> silly thing still laying around in a 10 years old program!
It is laying around becouse people prefer laughing than reporting. They prefer
free software without their possibility of help.
ABX
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On Sun, 30 Jun 2002 22:43:52 +0200, Alessandro Coppo <a.c### [at] iolit> wrote:
> Just have a look at this URL:
>
> http://tilde-hoschek.home.cern.ch/~hoschek/colt/index.htm
>
> do you notice the domain? CERN...
domain doesn't say anything about author. java skills of one of the authors
are for example described at http://wwwinfo.cern.ch/support/java/utilities/:
"I thing that it is a nice job, even though as a begginer in Java
(I am using Java a few weeks only), I'm not quite sure that I've
used the best way to do it."
ABX
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> It is laying around becouse people prefer laughing than reporting. They prefer
> free software without their possibility of help.
And maybe also because it wasn't visible before isosurfaces ?
Philippe
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On Tue, 02 Jul 2002 09:56:58 +0200, Philippe Debar <phd### [at] wanadoobe> wrote:
> > It is laying around becouse people prefer laughing than reporting. They prefer
> > free software without their possibility of help.
>
> And maybe also because it wasn't visible before isosurfaces ?
Wasn't isosurfaces originally written for POV 2.2 ?
ABX
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>>>It is laying around becouse people prefer laughing than reporting. They prefer
>>>free software without their possibility of help.
>>
>>And maybe also because it wasn't visible before isosurfaces ?
>
> Wasn't isosurfaces originally written for POV 2.2 ?
Oops, yes... I forgot about that (I began to discover isosurfaces with
Megapov...).
Anyway, the point I wanted to convey (I wonder why I always try the very
roundabout way instead of writing what's on my mind...) is:
Why allow a lone laughing troll to depreciate your opinion of all free
software users? The POV team itselfs, the Tag Team and most people on
this news server (yourself included) is ample proof that many are ready
to help :-)
Povingly,
Philippe
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From: Klaus Lehtonen
Subject: Re: Grid artifact in f_noise3d isosurface
Date: 2 Jul 2002 15:47:57
Message: <3d22036d@news.povray.org>
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From: "Slime"
> At first I was a bit annoyed by this, but having looked at the 3.1 source
in
> the past, I know that it's caused by the way the noise functions are
> created. They are *based* on a grid pattern of random values, which are
> interpolated between. I'm not sure exactly how the new noise generator
> works, but since it shows the same artifact, I assume it's similar.
Is the interpolation cubic like in sp_lines or cosine based? (
http://freespace.virgin.net/hugo.elias/models/m_perlin.htm has decription of
the funtions that I'm writing) I tried to look at the source myself but my C
skills are pretty bad. If it is cosine based the grid could be natural part
of the function. I'm thinking this because the small lines that cause the
grid are visible even when using one dimentional version of the function.
(just change f_noise3d(x,y,z) to f_noise3d(x,0,0) ) Sorry if this is too
newbie question for advanced-users.
Klaus Lehtonen
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In article <3d22036d@news.povray.org>,
"Klaus Lehtonen" <leh### [at] hotmailcom> wrote:
> Is the interpolation cubic like in sp_lines or cosine based? (
> http://freespace.virgin.net/hugo.elias/models/m_perlin.htm has decription of
> the funtions that I'm writing) I tried to look at the source myself but my C
> skills are pretty bad. If it is cosine based the grid could be natural part
> of the function. I'm thinking this because the small lines that cause the
> grid are visible even when using one dimentional version of the function.
> (just change f_noise3d(x,y,z) to f_noise3d(x,0,0) ) Sorry if this is too
> newbie question for advanced-users.
If I remember correctly, that page describes a very different algorithm
than what is usually called "Perlin noise". It uses a bitmap filled with
random values and then interpolated to get the basic noise, which is a
very simple and direct way of doing it but doesn't give great results.
The algorithm Ken Perlin came up with was quite different and more
complex, I don't understand all of it and can't explain it here, but it
doesn't rely on a 2D or 3D bitmap.
http://www.mrl.nyu.edu/~perlin/doc/oscar.html
http://students.vassar.edu/mazucker/code/perlin-noise-math-faq.html
http://www.threedgraphics.com/texsynth/
--
Christopher James Huff <chr### [at] maccom>
POV-Ray TAG e-mail: chr### [at] tagpovrayorg
TAG web site: http://tag.povray.org/
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From: Klaus Lehtonen
Subject: Re: Grid artifact in f_noise3d isosurface
Date: 4 Jul 2002 07:51:41
Message: <3d2436cd@news.povray.org>
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"Christopher James Huff" <chr### [at] maccom>
> http://www.mrl.nyu.edu/~perlin/doc/oscar.html
> http://students.vassar.edu/mazucker/code/perlin-noise-math-faq.html
> http://www.threedgraphics.com/texsynth/
Thanks for the links. I think I understand what is causing the grid. I've
made a web page that explains it. http://koti.mbnet.fi/lehtkl/f_noise3d.htm
What do you think does this make some sense or am I just dreaming here?
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Philippe Debar wrote:
>>OK, could you either post here or place on the site a short complete
>> sample
>>scene for at least the first image, please?
>
> Done. Zipped scene file in p.beta-test.binaries.
<snip>
> I will post the others soon,
e-hem... I did not... Would they be useful? If yes, I'll try to post
them this week-end. If no, well...
Philippe
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