POV-Ray : Newsgroups : povray.binaries.images : Some real time raytracing fun Server Time
5 Nov 2024 10:21:36 EST (-0500)
  Some real time raytracing fun (Message 1 to 9 of 9)  
From: Gilles Tran
Subject: Some real time raytracing fun
Date: 6 Nov 2006 08:09:54
Message: <454f3422@news.povray.org>
To be used with the 3.7 beta of course (+rtr +kla)
http://www.oyonale.com/ressources/downloads/cube_rtr.zip (1 Mb)
I get 8 FPS at 160x120 on a 3 GHz single-core (2 FPS with aa turned on), 
which is nice enough for something that looks like it's using high-quality 
radiosity in real time... "Looks like" being the operative word here ;)

G.


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From: nemesis
Subject: Re: Some real time raytracing fun
Date: 6 Nov 2006 08:55:00
Message: <web.454f3e4e56babb963976a8750@news.povray.org>
oh boy!  can't help but dream of buying a quad core just in time for
povray3.7! :D

keep dreamin'... :P


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From: Orchid XP v3
Subject: Re: Some real time raytracing fun
Date: 6 Nov 2006 13:35:12
Message: <454f8060$1@news.povray.org>
> oh boy!  can't help but dream of buying a quad core just in time for
> povray3.7! :D
> 
> keep dreamin'... :P

I keep having bizzare ideas about buying a motherboard with sockets for 
4 AMD64 CPUs, and then slowly populating them with quad-core CPUs...

I blame Apple. It all started after reading about their dual-CPU 



1st rule of raytracing: It is IMPOSSIBLE to have "enough" CPU power! :-P


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From: Slime
Subject: Re: Some real time raytracing fun
Date: 7 Nov 2006 01:55:22
Message: <45502dda$1@news.povray.org>
Cool, how did you generate the light map? And did you forget "cube.inc" in
your zip?

 - Slime
 [ http://www.slimeland.com/ ]


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From: Gilles Tran
Subject: Re: Some real time raytracing fun
Date: 7 Nov 2006 03:58:29
Message: <45504ab5$1@news.povray.org>

45502dda$1@news.povray.org...
> Cool, how did you generate the light map? And did you forget "cube.inc" in
> your zip?
>

Stupid me forgot to put the *.inc file in the zip... OK it's fixed now.
http://www.oyonale.com/ressources/downloads/cube_rtr.zip
Thanks for pointing this out.
The light map was baked in another renderer and the whole scene (except the 
blob) was exported to POV-Ray.

G.


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From: scott
Subject: Re: Some real time raytracing fun
Date: 7 Nov 2006 11:17:21
Message: <4550b191$1@news.povray.org>
> To be used with the 3.7 beta of course (+rtr +kla)
> http://www.oyonale.com/ressources/downloads/cube_rtr.zip (1 Mb)
> I get 8 FPS at 160x120 on a 3 GHz single-core (2 FPS with aa turned
> on), which is nice enough for something that looks like it's using
> high-quality radiosity in real time... "Looks like" being the
> operative word here ;)

I get about 22fps here, *very* nice :-D  But unfortunately I think this just 
goes to show still how far away real time raytracing is from actually being 
useful for anything.


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From: Slime
Subject: Re: Some real time raytracing fun
Date: 8 Nov 2006 01:24:34
Message: <45517822$1@news.povray.org>
> The light map was baked in another renderer

May I ask which?

 - Slime
 [ http://www.slimeland.com/ ]


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From: Gilles Tran
Subject: Re: Some real time raytracing fun
Date: 8 Nov 2006 03:58:11
Message: <45519c23$1@news.povray.org>

45517822$1@news.povray.org...
>> The light map was baked in another renderer
>
> May I ask which?

It's rendered with FinalRender. The baking time was 20 minutes or so IIRC.

G.


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From: Chris Cason
Subject: Re: Some real time raytracing fun
Date: 14 Nov 2006 15:07:36
Message: <455a2208@news.povray.org>
Gilles Tran wrote:
> To be used with the 3.7 beta of course (+rtr +kla)
> http://www.oyonale.com/ressources/downloads/cube_rtr.zip (1 Mb)
> I get 8 FPS at 160x120 on a 3 GHz single-core (2 FPS with aa turned on), 
> which is nice enough for something that looks like it's using high-quality 
> radiosity in real time... "Looks like" being the operative word here ;)

nice scene ... I get 15fps at 240x180 and and a very smooth 35fps at 160x120
(QX6### [at] 26ghz, using four cores).


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