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From: Christoph Hormann
Subject: Re: Problem with smooth heightfield
Date: 10 Oct 2001 16:56:14
Message: <3BC4B5EE.2E13A371@gmx.de>
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JRG wrote:
>
> Uh? Something like Ategeros? ;)
> Remember that there are people who are waiting for that.
>
I know, but it's quite problematic, things have grown over the years and
the structure of the program quite difficult to handle (in fact
*structure* is seriously missing :-).
I'm considering starting new from scratch, before i would like to release
an experimental version of the current state, but there are serious
problems with things becoming very slow after some time of use. If i for
example apply a filter 100 times it's getting slower and slower and i
can't find the reason...
Christoph
--
Christoph Hormann <chr### [at] gmx de>
IsoWood include, radiosity tutorial, TransSkin and other
things on: http://www.schunter.etc.tu-bs.de/~chris/
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Hugo <hua### [at] post3 tele dk> schrieb in im Newsbeitrag:
3bc4b311@news.povray.org...
> Hi,
>
> Thanks for the suggestion. I figured out myself that the 8 bit resolution
> was the problem. However, wouldn't it be possible to make an "interpolate"
> feature that make them appear as smooth as 16 bit? For the user, it would
> be easier to stick with 8 bit bitmaps because many paintprograms don't
> support 16 bit greys.. I don't have one, that do.
>
You could use your image as a image_map in a function then you could
use interpolate.
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"Christoph Hormann" <chr### [at] gmx de> ha scritto nel messaggio
news:3BC4B5EE.2E13A371@gmx.de...
> I know, but it's quite problematic, things have grown over the years and
> the structure of the program quite difficult to handle (in fact
> *structure* is seriously missing :-).
:-(
> I'm considering starting new from scratch, before i would like to release
> an experimental version of the current state, but there are serious
> problems with things becoming very slow after some time of use. If i for
> example apply a filter 100 times it's getting slower and slower and i
> can't find the reason...
I lost you here... I know NOTHING about programming and similia so forgive
me if I say something silly: I always thought to h-f utilities as image
processors which, through a series of fractal (or not) algorithms, alter (or
create from scratch) a bitmap in order to get a grayscale image usable in
POV. Once you apply a filter, you've got a new bitmap ready for other
filtering processes. No matter how many times you apply one or more filters,
every time the h-f utility treats the bitmap as if *it were the first time
it saw it*. Please tell me if I'm wrong.
--
Jonathan
> Christoph
>
> --
> Christoph Hormann <chr### [at] gmx de>
> IsoWood include, radiosity tutorial, TransSkin and other
> things on: http://www.schunter.etc.tu-bs.de/~chris/
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"Simon" <sim### [at] 12move de> wrote in message
news:3bc4b707@news.povray.org...
>
> Hugo <hua### [at] post3 tele dk> schrieb in im Newsbeitrag:
> 3bc4b311@news.povray.org...
> >
> > Thanks for the suggestion. I figured out myself that the 8 bit
resolution
> > was the problem. However, wouldn't it be possible to make an
"interpolate"
> > feature that make them appear as smooth as 16 bit? For the user, it
would
> > be easier to stick with 8 bit bitmaps because many paintprograms don't
> > support 16 bit greys.. I don't have one, that do.
> >
> You could use your image as a image_map in a function then you could
> use interpolate.
A 'smooth' keyword exists and from what I read no one mentioned that. Only
good on 256 color image files though from what I know.
Bob H.
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"Christoph Hormann" <chr### [at] gmx de> wrote in message
news:3BC49D3F.5D87E8EB@gmx.de...
>
> Here are three 128x128 16 bit png's:
>
> hf_pov35_16.png generated with POV 3.5 beta 6
Yeah gee, that's what I was talking about before, chaotic. Odd thing is
that a Targa file will look much the same way, except for not being
grayscale, and yet can render as a HF fine. What I saw in the PNG-made HF
was partially okay and mostly not. Chaotic mosaics mostly.
Bob H.
> hf_pov31_16.png generated with POV 3.1
> hf_xxx_16.png generated with other program
>
> Christoph
>
> --
> Christoph Hormann <chr### [at] gmx de>
> IsoWood include, radiosity tutorial, TransSkin and other
> things on: http://www.schunter.etc.tu-bs.de/~chris/
----------------------------------------------------------------------------
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From: Christoph Hormann
Subject: Re: Problem with smooth heightfield
Date: 10 Oct 2001 17:32:38
Message: <3BC4BE76.ACE1E01E@gmx.de>
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"Bob H." wrote:
>
> A 'smooth' keyword exists and from what I read no one mentioned that. Only
> good on 256 color image files though from what I know.
>
'smooth' in heightfield only interpolates the normal vectors. Geometry is
not influenced.
Christoph
--
Christoph Hormann <chr### [at] gmx de>
IsoWood include, radiosity tutorial, TransSkin and other
things on: http://www.schunter.etc.tu-bs.de/~chris/
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From: Christoph Hormann
Subject: Re: Problem with smooth heightfield
Date: 10 Oct 2001 17:32:57
Message: <3BC4BE89.81EE0305@gmx.de>
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JRG wrote:
>
> I lost you here... I know NOTHING about programming and similia so forgive
> me if I say something silly: I always thought to h-f utilities as image
> processors which, through a series of fractal (or not) algorithms, alter (or
> create from scratch) a bitmap in order to get a grayscale image usable in
> POV. Once you apply a filter, you've got a new bitmap ready for other
> filtering processes. No matter how many times you apply one or more filters,
> every time the h-f utility treats the bitmap as if *it were the first time
> it saw it*. Please tell me if I'm wrong.
>
That's the theory, but since it is an interactive program, there are
things done after the steps (like displaying the changed bitmap) and
somewhere there must be the problem...
Christoph
--
Christoph Hormann <chr### [at] gmx de>
IsoWood include, radiosity tutorial, TransSkin and other
things on: http://www.schunter.etc.tu-bs.de/~chris/
Post a reply to this message
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From: Christoph Hormann
Subject: Re: Problem with smooth heightfield
Date: 10 Oct 2001 17:40:51
Message: <3BC4C05B.EACE2539@gmx.de>
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"Bob H." wrote:
>
> Yeah gee, that's what I was talking about before, chaotic. Odd thing is
> that a Targa file will look much the same way, except for not being
> grayscale, and yet can render as a HF fine. What I saw in the PNG-made HF
> was partially okay and mostly not. Chaotic mosaics mostly.
>
Yes, it's the same pattern, but it's not chaotic, it's simply the less
significant byte, like the green channel in the tga file.
Christoph
--
Christoph Hormann <chr### [at] gmx de>
IsoWood include, radiosity tutorial, TransSkin and other
things on: http://www.schunter.etc.tu-bs.de/~chris/
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So, theorically, if you apply a filter with Ategeros, save the output, then
reload it and apply a new filter the problem shouldn't sussist. I don't
think this is a *so serious* bug for a (first) beta release... :-)
BTW who would want to apply 100 filters alltogether?
--
Jonathan
"Christoph Hormann" <chr### [at] gmx de> ha scritto nel messaggio
news:3BC4BE89.81EE0305@gmx.de...
>
>
> JRG wrote:
> >
> > I lost you here... I know NOTHING about programming and similia so
forgive
> > me if I say something silly: I always thought to h-f utilities as image
> > processors which, through a series of fractal (or not) algorithms, alter
(or
> > create from scratch) a bitmap in order to get a grayscale image usable
in
> > POV. Once you apply a filter, you've got a new bitmap ready for other
> > filtering processes. No matter how many times you apply one or more
filters,
> > every time the h-f utility treats the bitmap as if *it were the first
time
> > it saw it*. Please tell me if I'm wrong.
> >
>
> That's the theory, but since it is an interactive program, there are
> things done after the steps (like displaying the changed bitmap) and
> somewhere there must be the problem...
>
> Christoph
>
> --
> Christoph Hormann <chr### [at] gmx de>
> IsoWood include, radiosity tutorial, TransSkin and other
> things on: http://www.schunter.etc.tu-bs.de/~chris/
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From: Christoph Hormann
Subject: Re: Problem with smooth heightfield
Date: 10 Oct 2001 17:46:24
Message: <3BC4C1AC.6759C511@gmx.de>
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JRG wrote:
>
> So, theorically, if you apply a filter with Ategeros, save the output, then
> reload it and apply a new filter the problem shouldn't sussist.
If you restart the application in between too. ;-)
> BTW who would want to apply 100 filters alltogether?
>
When doing an animation...
And a lot of erosion filters need to be applied a lot of times to get good
results.
Christoph
--
Christoph Hormann <chr### [at] gmx de>
IsoWood include, radiosity tutorial, TransSkin and other
things on: http://www.schunter.etc.tu-bs.de/~chris/
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