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Hi,
I rendered a spherical texture for an OpenGL program, I wanted to see
if the perspective would be all right when applied to a sphere in OpenGL.
The povray object is a cube with cylinders at the edges.
You can see that the perspective is pretty right, since the 3 lines are
straight (jaggy but straight).
As for the jaggyness, this is due to the fact that the image is placed
on many triangles which deform the texture to make it fit...
To get rid of the jaggyness I have 3 choices:
-Pre-deform the texture so it looks correct when deformed (This is
probably the most stupid way)
-Add a whole lot more polygons until we can't see the deformation
(This would be a good idea but would take a lot of time to render)
-Try Rohan Bernett's idea to map the SkySphere texture on a cube.
I will try the latter...
First image is a sphere mapped with my skysphere texture in POV-Ray.
Second image is a sphere mapped with my skysphere texture in OpenGL.
Note that angles of camera differ...
--
Dedicated to audio/visual and interactive artwork.
http://www.geocities.com/simonlemieux/
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Attachments:
Download 'pov-skysphere.jpg' (22 KB)
Download 'gl-skysphere.jpg' (50 KB)
Preview of image 'pov-skysphere.jpg'
Preview of image 'gl-skysphere.jpg'
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Here are snapshots of my school project, where I used this exact same
technique.
The first image is the actual environment map rendered with POV-Ray.
The next four images are snapshots from the OpenGL program.
Post a reply to this message
Attachments:
Download 'environment.jpg' (28 KB)
Download 'snap1.jpg' (20 KB)
Download 'snap2.jpg' (26 KB)
Download 'snap3.jpg' (23 KB)
Download 'snap4.jpg' (24 KB)
Preview of image 'environment.jpg'
Preview of image 'snap1.jpg'
Preview of image 'snap2.jpg'
Preview of image 'snap3.jpg'
Preview of image 'snap4.jpg'
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From: Christoph Hormann
Subject: Re: My GL SkySphere (~120kbu) (Was: GL SkySphere)
Date: 15 May 2003 14:11:15
Message: <3EC3D841.7E0E3E94@gmx.de>
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Warp wrote:
>
> Here are snapshots of my school project, where I used this exact same
> technique.
> The first image is the actual environment map rendered with POV-Ray.
> The next four images are snapshots from the OpenGL program.
I suppose your system does not use high dynamic range image data. In this
situation this would be a good idea (not sure if and how this could be
handled in OpenGL though).
Christoph
--
POV-Ray tutorials, include files, Sim-POV,
HCR-Edit and more: http://www.tu-bs.de/~y0013390/
Last updated 28 Feb. 2003 _____./\/^>_*_<^\/\.______
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Christoph Hormann <chr### [at] gmxde> wrote:
> I suppose your system does not use high dynamic range image data. In this
> situation this would be a good idea (not sure if and how this could be
> handled in OpenGL though).
I don't understand what would be the use.
AFAIK HDRI data have only effect on reflections and global illumination.
No such things are used in the OpenGL program. When you look directly
to an unmodified HDRI image, you don't see any difference between it
and a regular image, and that's basically what is seen in the OpenGL
program: The environment map itself.
--
#macro N(D)#if(D>99)cylinder{M()#local D=div(D,104);M().5,2pigment{rgb M()}}
N(D)#end#end#macro M()<mod(D,13)-6mod(div(D,13)8)-3,10>#end blob{
N(11117333955)N(4254934330)N(3900569407)N(7382340)N(3358)N(970)}// - Warp -
Post a reply to this message
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> Here are snapshots of my school project, where I used this exact same
> technique.
> The first image is the actual environment map rendered with POV-Ray.
> The next four images are snapshots from the OpenGL program.
Very... Impressive!
I've read your code and you seem to have only 16^2 polygons for your
skySphere, am I right? Well, I have 10^2, it might explain the
jaggyness, but I do believe my code is not as optimal as yours! =)
I'm also afraid, I don't understand much of too-much-3D-geometry! Would
you let me use the function you wrote in my program, so I can show you
how I can make its use look much much more intense?
I'm currently writting a little EyeCandy program, it's much like a
screensaver, and the story goes like this: Feel the Explorer in the
Need for Speed! Two of which are two of the many symbols of a human mind.
Currenlty, I'd say I'm 40% done with this, if I could use your code for
the skysphere, I would jump to 60%.
Warp, do you agree?
Xilo
--
Dedicated to audio/visual and interactive artwork.
http://www.geocities.com/simonlemieux/
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> I don't understand what would be the use.
> AFAIK HDRI data have only effect on reflections and global illumination.
> No such things are used in the OpenGL program. When you look directly
> to an unmodified HDRI image, you don't see any difference between it
> and a regular image, and that's basically what is seen in the OpenGL
> program: The environment map itself.
>
Hey, why don't we build an OpenGL game completely stuffed with povray
textures! =)
--
Dedicated to audio/visual and interactive artwork.
http://www.geocities.com/simonlemieux/
Post a reply to this message
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Warp wrote:
>
> [...]
>
> I don't understand what would be the use.
> AFAIK HDRI data have only effect on reflections and global illumination.
> No such things are used in the OpenGL program. When you look directly
> to an unmodified HDRI image, you don't see any difference between it
> and a regular image, and that's basically what is seen in the OpenGL
> program: The environment map itself.
But there is reflection in your OpenGL images - surely faked somehow but
that's not the point.
Christoph
--
POV-Ray tutorials, include files, Sim-POV,
HCR-Edit and more: http://www.tu-bs.de/~y0013390/
Last updated 28 Feb. 2003 _____./\/^>_*_<^\/\.______
Post a reply to this message
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Christoph Hormann <chr### [at] gmxde> wrote:
> But there is reflection in your OpenGL images
Where?
--
plane{-x+y,-1pigment{bozo color_map{[0rgb x][1rgb x+y]}turbulence 1}}
sphere{0,2pigment{rgbt 1}interior{media{emission 1density{spherical
density_map{[0rgb 0][.5rgb<1,.5>][1rgb 1]}turbulence.9}}}scale
<1,1,3>hollow}text{ttf"timrom""Warp".1,0translate<-1,-.1,2>}// - Warp -
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Xilo Musimene <xil### [at] hotpopcom> wrote:
> I'm also afraid, I don't understand much of too-much-3D-geometry! Would
> you let me use the function you wrote in my program, so I can show you
> how I can make its use look much much more intense?
If I didn't want you to use my code, I wouldn't have posted it in the
first place (I would have just said what I did).
--
#macro M(A,N,D,L)plane{-z,-9pigment{mandel L*9translate N color_map{[0rgb x]
[1rgb 9]}scale<D,D*3D>*1e3}rotate y*A*8}#end M(-3<1.206434.28623>70,7)M(
-1<.7438.1795>1,20)M(1<.77595.13699>30,20)M(3<.75923.07145>80,99)// - Warp -
Post a reply to this message
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Warp wrote:
>
> Christoph Hormann <chr### [at] gmxde> wrote:
> > But there is reflection in your OpenGL images
>
> Where?
You mean the water is only the environment map?
In that case view 3 of your OpenGL samples will just look horrible in an
animation...
Christoph
--
POV-Ray tutorials, include files, Sim-POV,
HCR-Edit and more: http://www.tu-bs.de/~y0013390/
Last updated 28 Feb. 2003 _____./\/^>_*_<^\/\.______
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