POV-Ray : Newsgroups : povray.advanced-users : 24 and 32 bit heightfields Server Time
1 Nov 2024 01:24:02 EDT (-0400)
  24 and 32 bit heightfields (Message 1 to 10 of 12)  
Goto Latest 10 Messages Next 2 Messages >>>
From: SharkD
Subject: 24 and 32 bit heightfields
Date: 19 Oct 2009 12:35:57
Message: <4adc956d$1@news.povray.org>
A few months ago I posted an idea for creating 24 bit heightfields using 
existing image formats. The idea is that each channel is used to encode 
height data at different levels of precision. I was wondering if this 
could be implemented as an export format in POV-Ray? I think the 
Leveller program also uses this format, and the images it outputs seem 
to already work OK when used in POV-Ray.

Here's some sample code:

//BEGIN
camera
{
	orthographic
	location	-z * 10
	direction	+z
	up		+y * 2
	right		+x * 2 * image_width/image_height
	rotate		+x * 90
}

#local hf_pigment_function_pow = function {y * pow(256,3)}
#local hf_pigment_function_b = function 
{mod(hf_pigment_function_pow(x,y,z), pow(256,1))}
#local hf_pigment_function_g = function 
{mod(hf_pigment_function_pow(x,y,z) - hf_pigment_function_b(x,y,z), 
pow(256,2))}
#local hf_pigment_function_r = function 
{mod(hf_pigment_function_pow(x,y,z) - hf_pigment_function_b(x,y,z) - 
hf_pigment_function_g(x,y,z), pow(256,3))}

#local hf_pigment_b = pigment
{
	function {hf_pigment_function_b(x,y,z) / pow(256,1)}
	color_map {[0 rgb 0][1 rgb z * 3]}
}
#local hf_pigment_g = pigment
{
	function {hf_pigment_function_g(x,y,z) / pow(256,2)}
	color_map {[0 rgb 0][1 rgb y * 3]}
}
#local hf_pigment_r = pigment
{
	function {hf_pigment_function_r(x,y,z) / pow(256,3)}
	color_map {[0 rgb 0][1 rgb x * 3]}
}

// This is the one you want
#local hf_pigment_rgb = pigment
{
	average
	pigment_map {[hf_pigment_b][hf_pigment_g][hf_pigment_r]}
}

cone
{
	0, 1, y, 0
	texture
	{
		pigment	{hf_pigment_rgb}
		finish {ambient 1}
	}
}
//END







The technique could also be extended to 32 bits. For example:

//BEGIN
camera
{
	orthographic
	location	-z * 10
	direction	+z
	up		+y * 2
	right		+x * 2 * image_width/image_height
	rotate		+x * 90
}

#local hf_pigment_function_pow = function {y * pow(256,4)}
#local hf_pigment_function_t = function 
{mod(hf_pigment_function_pow(x,y,z), pow(256,1))}
#local hf_pigment_function_b = function 
{mod(hf_pigment_function_pow(x,y,z) - hf_pigment_function_t(x,y,z), 
pow(256,2))}
#local hf_pigment_function_g = function 
{mod(hf_pigment_function_pow(x,y,z) - hf_pigment_function_t(x,y,z) - 
hf_pigment_function_b(x,y,z), pow(256,3))}
#local hf_pigment_function_r = function 
{mod(hf_pigment_function_pow(x,y,z) - hf_pigment_function_t(x,y,z) - 
hf_pigment_function_b(x,y,z) - hf_pigment_function_g(x,y,z), pow(256,4))}

#local hf_pigment_t = pigment
{
	function {hf_pigment_function_t(x,y,z) / pow(256,1)}
	color_map {[0 rgbt 0][1 rgbt <0,0,0,4,>]}
}
#local hf_pigment_b = pigment
{
	function {hf_pigment_function_b(x,y,z) / pow(256,2)}
	color_map {[0 rgbt 0][1 rgbt <0,0,4,0,>]}
}
#local hf_pigment_g = pigment
{
	function {hf_pigment_function_g(x,y,z) / pow(256,3)}
	color_map {[0 rgbt 0][1 rgbt <0,4,0,0,>]}
}
#local hf_pigment_r = pigment
{
	function {hf_pigment_function_r(x,y,z) / pow(256,4)}
	color_map {[0 rgbt 0][1 rgbt <4,0,0,0,>]}
}


// This is the one you want
#local hf_pigment_rgbt = pigment
{
	average
	pigment_map {[hf_pigment_t][hf_pigment_b][hf_pigment_g][hf_pigment_r]}
}

cone
{
	0, 1, y, 0
	open
	texture
	{
		pigment	{hf_pigment_rgbt}
		finish {ambient 1}
	}
}
//END






Mike


Post a reply to this message

From: SharkD
Subject: Re: 24 and 32 bit heightfields
Date: 19 Oct 2009 23:24:47
Message: <4add2d7f$1@news.povray.org>
On 10/19/2009 12:36 PM, SharkD wrote:
> A few months ago I posted an idea for creating 24 bit heightfields using
> existing image formats. The idea is that each channel is used to encode
> height data at different levels of precision. I was wondering if this
> could be implemented as an export format in POV-Ray? I think the
> Leveller program also uses this format, and the images it outputs seem
> to already work OK when used in POV-Ray.

I write in more detail about this here:

http://isometricland.com/povray/povray_high_precision_heightfields.php

Mike


Post a reply to this message

From: Christian Froeschlin
Subject: Re: 24 and 32 bit heightfields
Date: 20 Oct 2009 13:26:51
Message: <4addf2db$1@news.povray.org>
SharkD wrote:

> I write in more detail about this here:
> 
> http://isometricland.com/povray/povray_high_precision_heightfields.php

It's rather specialized. I think it would only make sense
to implement this in POV-Ray if the height_field object would
then also support the higher resolution.

Also, instead of again using a hacked format like it was done
with 16-bit TGA, it might be preferrable to use a 32-bit TIFF.
Possibly the hdr file format could be of interest as well? Of
course, most software likely won't read that either ;) I think
someone was already looking into improving TIFF support for 3.7,
maybe this would become practicable as a side effect.

PS: Your keyboard chart generator looks nice.


Post a reply to this message

From: SharkD
Subject: Re: 24 and 32 bit heightfields
Date: 28 Oct 2009 21:42:51
Message: <4ae8f31b$1@news.povray.org>
On 10/20/2009 1:26 PM, Christian Froeschlin wrote:
> Also, instead of again using a hacked format like it was done
> with 16-bit TGA, it might be preferrable to use a 32-bit TIFF.

Is TIFF better in some way than PNG?

Mike


Post a reply to this message

From: Mike Williams
Subject: Re: 24 and 32 bit heightfields
Date: 28 Oct 2009 23:02:33
Message: <+kdNnsCmWQ6KFwHS@econym.demon.co.uk>
Wasn't it SharkD who wrote:
>On 10/20/2009 1:26 PM, Christian Froeschlin wrote:
>> Also, instead of again using a hacked format like it was done
>> with 16-bit TGA, it might be preferrable to use a 32-bit TIFF.
>
>Is TIFF better in some way than PNG?

The TIFF specs allow you to directly specify 24 or 32 bit greyscale. 
Other programs that handle TIFF files will know that it is a greyscale 
image (some may not necessarily be able to render it). It might even be 
possible to find a graphics application that does support that format 
and be able to do useful things like blur the image, thus smoothing the 
heightfield.

The PNG specs only allow 8 or 16 bit greyscale. You can hack the format 
by setting the parameters to say that the image is a normal full colour 
PNG with transparency, and get 8 bits for each of the R, G, B and A 
channels, then use the red channel as the high order 8 bits, etc. Other 
programs that handle PNG files will render it as full colour with 
transparency. It will not be possible to find graphics applications that 
would be able to manipulate the image as if it were greyscale.

-- 
Mike Williams
Gentleman of Leisure


Post a reply to this message

From: SharkD
Subject: Re: 24 and 32 bit heightfields
Date: 29 Oct 2009 03:08:13
Message: <4ae93f5d$1@news.povray.org>
On 10/28/2009 11:01 PM, Mike Williams wrote:
> It will not be possible to find graphics applications that
> would be able to manipulate the image as if it were greyscale.

What can you do in grayscale that you can't do in RGB?

Let's say that instead of 8 bits per channel, each channel instead only 
held 10 values, from 0 through 9. You could then represent the three 
channels as a decimal value between 0.000 and 0.999 with each channel 
corresponding to a decimal place.

If you had two "colors" (color is actually meaningless here), 0.345 and 
0.765, "blurring" them would result in the average, or 0.555, which is a 
valid result.

Granted, creating heightfields from a gradient would require more work 
than a simple grayscale image. But if your paint application supported 
working on channels independently, then you'd still only need to apply a 
different gradient to each channel.

Mike


Post a reply to this message

From: Mike Williams
Subject: Re: 24 and 32 bit heightfields
Date: 29 Oct 2009 03:55:54
Message: <Mw6BSZC7pU6KFwhN@econym.demon.co.uk>
Wasn't it SharkD who wrote:
>On 10/28/2009 11:01 PM, Mike Williams wrote:
>> It will not be possible to find graphics applications that
>> would be able to manipulate the image as if it were greyscale.
>
>What can you do in grayscale that you can't do in RGB?

One thing that would go wrong is that bits wouldn't be carried between
channels.

Consider the border of regions with these 32-bit greyscale values
        00000001-00000000-00000000-00000000
        00000000-00000000-00000000-00000000
What we'd like is for a three-pixel-radius blur to output values like
        00000001-00000000-00000000-00000000
        00000000-11000000-00000000-00000000
        00000000-10000000-00000000-00000000
        00000000-01000000-00000000-00000000
        00000000-00000000-00000000-00000000
as we approach and cross the boundary, but if the channels are blurred
independently that can't happen.

An application that treats the image as RGBA won't produce bright blue
by blurring together what it sees as dark red and black.

-- 
Mike Williams
Gentleman of Leisure


Post a reply to this message

From: clipka
Subject: Re: 24 and 32 bit heightfields
Date: 29 Oct 2009 08:29:07
Message: <4ae98a93$1@news.povray.org>
Mike Williams schrieb:

> The PNG specs only allow 8 or 16 bit greyscale. You can hack the format 
> by setting the parameters to say that the image is a normal full colour 
> PNG with transparency, and get 8 bits for each of the R, G, B and A 
> channels, then use the red channel as the high order 8 bits, etc. Other 
> programs that handle PNG files will render it as full colour with 
> transparency. It will not be possible to find graphics applications that 
> would be able to manipulate the image as if it were greyscale.

The old hacked formats were invented because (a) formats with the same 
capabilities didn't exist, or could be processed only by very few 
applications, while converters were difficult to find, and (b) they were 
necessary.

Now again, formats supporting 32-bit greyscale are few, and the programs 
supporting them are even fewer. What's different, however, is that they 
are not needed.

16-bit depth greyscale formats were required to eliminate terracing with 
height fields, which would be a common effect with 8-bit depth images. 
Even with a uniform slope, terracing would occur at resolutions as low 
as 256x256.

With 16 bit depth, however, you can represent...

... the entire earth's topology (including ocean floors) to a vertical 
resolution of ca. 30 cm, or 1'0".

... the entire earth's continental topology (i.e. above ocean level) to 
a vertical resolition of about 15 cm, or 6".

... a section of the Grand Canyon to a vertical resolution of about 2,5 
cm, or 1".

If you really /need/ such a high vertical resolution (and can't get away 
with a 16-bit floating-point based format for instance, placing the 
range of highest precision around the camera elevation), chances are 
you're doin' it wrong, and that nobody will really bother to implement 
input/output routines for some exotic file format in POV-Ray just to 
help you out, unless he's at it anyway and implementing it would be just 
a few lines extra.

The good news is that I think nobody will bother to hack some other file 
format to serve that purpose either - at least as far as official 
POV-Ray is concerned.


Post a reply to this message

From: clipka
Subject: Re: 24 and 32 bit heightfields
Date: 29 Oct 2009 08:31:21
Message: <4ae98b19$1@news.povray.org>
SharkD schrieb:
> On 10/28/2009 11:01 PM, Mike Williams wrote:
>> It will not be possible to find graphics applications that
>> would be able to manipulate the image as if it were greyscale.
> 
> What can you do in grayscale that you can't do in RGB?
> 
> Let's say that instead of 8 bits per channel, each channel instead only 
> held 10 values, from 0 through 9. You could then represent the three 
> channels as a decimal value between 0.000 and 0.999 with each channel 
> corresponding to a decimal place.
> 
> If you had two "colors" (color is actually meaningless here), 0.345 and 
> 0.765, "blurring" them would result in the average, or 0.555, which is a 
> valid result.

Not so for, say, 0.500 and 0.600: Obviously the proper result should be 
0.550, but averaging on a per-digit base would yield 0.500 or 0.600, 
depending on your rounding mode.


Post a reply to this message

From: SharkD
Subject: Re: 24 and 32 bit heightfields
Date: 30 Oct 2009 00:10:53
Message: <4aea674d@news.povray.org>
On 10/29/2009 8:30 AM, clipka wrote:
> Not so for, say, 0.500 and 0.600: Obviously the proper result should be
> 0.550, but averaging on a per-digit base would yield 0.500 or 0.600,
> depending on your rounding mode.

Ah, OK. I was mistaken.

Mike


Post a reply to this message

Goto Latest 10 Messages Next 2 Messages >>>

Copyright 2003-2023 Persistence of Vision Raytracer Pty. Ltd.