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From: clipka
Subject: Proof of Concept: Cutoff Distance for Fading Lights
Date: 28 Jan 2014 21:19:27
Message: <52e8652f@news.povray.org>
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A scene with 1000 randomly placed light sources with distance-dependent
attenuation (fade_power, fade_distance).
First image: POV-Ray 3.7, render time 73s.
Second image: experimental patch, render time 9s.
For each light source, the patch automatically computes a cutoff
distance based on light source brightness, fade parameters, and a global
threshold (currently this is the global adc_bailout setting). Beyond
this distance, the lights source is simply ignored.
(As an alternative, the patch also allows for manually specifying the
cutoff distance, but that's not used in this scene.)
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Attachments:
Download 'fade_light_pov37.png' (293 KB)
Download 'fade_light_upov.png' (281 KB)
Preview of image 'fade_light_pov37.png'
Preview of image 'fade_light_upov.png'
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From: Doctor John
Subject: Re: Proof of Concept: Cutoff Distance for Fading Lights
Date: 28 Jan 2014 21:33:10
Message: <52e86866$1@news.povray.org>
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On 29/01/14 02:19, clipka wrote:
> A scene with 1000 randomly placed light sources with distance-dependent
> attenuation (fade_power, fade_distance).
>
> First image: POV-Ray 3.7, render time 73s.
>
> Second image: experimental patch, render time 9s.
>
> For each light source, the patch automatically computes a cutoff
> distance based on light source brightness, fade parameters, and a global
> threshold (currently this is the global adc_bailout setting). Beyond
> this distance, the lights source is simply ignored.
>
> (As an alternative, the patch also allows for manually specifying the
> cutoff distance, but that's not used in this scene.)
That was fast! I can only stand in awe of your achievements.
John
--
Protect the Earth
It was not given to you by your parents
You hold it in trust for your children
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From: Thomas de Groot
Subject: Re: Proof of Concept: Cutoff Distance for Fading Lights
Date: 29 Jan 2014 03:27:07
Message: <52e8bb5b$1@news.povray.org>
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I think this is exactly what the original supplicant was asking for.
That is a nice addition to our favourite program.
Thomas
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From: Paolo Gibellini
Subject: Re: Proof of Concept: Cutoff Distance for Fading Lights
Date: 29 Jan 2014 03:38:56
Message: <52e8be20@news.povray.org>
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>clipka on date 29/01/2014 3.19 wrote:
> For each light source, the patch automatically computes a cutoff
> distance based on light source brightness, fade parameters, and a global
> threshold (currently this is the global adc_bailout setting). Beyond
> this distance, the lights source is simply ignored.
A notable result.
Please, promote the patch to release!
;-)
Paolo
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clipka <ano### [at] anonymousorg> wrote:
> A scene with 1000 randomly placed light sources with distance-dependent
> attenuation (fade_power, fade_distance).
>
> First image: POV-Ray 3.7, render time 73s.
>
> Second image: experimental patch, render time 9s.
>
> For each light source, the patch automatically computes a cutoff
> distance based on light source brightness, fade parameters, and a global
> threshold (currently this is the global adc_bailout setting). Beyond
> this distance, the lights source is simply ignored.
>
> (As an alternative, the patch also allows for manually specifying the
> cutoff distance, but that's not used in this scene.)
Hey, that looks pretty nice there; it reminds me of the MegaPov Glows a bit. ;)
Ian
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From: clipka
Subject: Re: Proof of Concept: Cutoff Distance for Fading Lights
Date: 29 Jan 2014 15:52:30
Message: <52e96a0e@news.povray.org>
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Am 29.01.2014 19:22, schrieb [GDS|Entropy]:
> clipka <ano### [at] anonymousorg> wrote:
>> A scene with 1000 randomly placed light sources with distance-dependent
>> attenuation (fade_power, fade_distance).
>>
>> First image: POV-Ray 3.7, render time 73s.
>>
>> Second image: experimental patch, render time 9s.
>>
>> For each light source, the patch automatically computes a cutoff
>> distance based on light source brightness, fade parameters, and a global
>> threshold (currently this is the global adc_bailout setting). Beyond
>> this distance, the lights source is simply ignored.
>>
>> (As an alternative, the patch also allows for manually specifying the
>> cutoff distance, but that's not used in this scene.)
>
> Hey, that looks pretty nice there; it reminds me of the MegaPov Glows a bit. ;)
>
> Ian
No, just a bunch of ordinary lights with matching looks_like emissive
spheres, placed neatly on the floor. Place them somewhere in mid-air and
most of the visual magic is gone.
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From: Christian Froeschlin
Subject: Re: Proof of Concept: Cutoff Distance for Fading Lights
Date: 29 Jan 2014 20:30:04
Message: <52e9ab1c$1@news.povray.org>
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Very nice, thank you! It sounds strangely familiar ;)
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clipka <ano### [at] anonymousorg> wrote:
> A scene with 1000 randomly placed light sources with distance-dependent
> attenuation (fade_power, fade_distance).
>
> First image: POV-Ray 3.7, render time 73s.
>
> Second image: experimental patch, render time 9s.
>
> For each light source, the patch automatically computes a cutoff
> distance based on light source brightness, fade parameters, and a global
> threshold (currently this is the global adc_bailout setting). Beyond
> this distance, the lights source is simply ignored.
>
> (As an alternative, the patch also allows for manually specifying the
> cutoff distance, but that's not used in this scene.)
Cool work, Christoph!
There's something odd going on between the two images you posted: the spheres in
the UberPOV version are noticeably darker, but the plane is not. Did you change
the spheres' material settings between renders?
Sam
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From: clipka
Subject: Re: Proof of Concept: Cutoff Distance for Fading Lights
Date: 31 Jan 2014 15:23:37
Message: <52ec0649@news.povray.org>
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Am 30.01.2014 20:24, schrieb Samuel Benge:
> There's something odd going on between the two images you posted: the spheres in
> the UberPOV version are noticeably darker, but the plane is not. Did you change
> the spheres' material settings between renders?
You mean the diffuse spheres, right?
No, that's not odd at all:
- The darkening of the spheres of course comes from the fact that even
though the cut-off light sources don't contribute much brightness
individually, they still do contribute a good deal in total.
- The (apparent) non-darkening of the plane comes from the fact that
here the contribution of the individual light sources isn't just
affected by the inverse-square distance-based falloff, but also the
falloff due to the angle of incidence.
If you'd use a "brilliance 0" finish on the plane (causing diffuse
brightness to be entirely independent of the angle of incidence), the
darkening effect would be just as visible on the plane as it is on the
spheres.
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clipka <ano### [at] anonymousorg> wrote:
> A scene with 1000 randomly placed light sources with distance-dependent
> attenuation (fade_power, fade_distance).
>
> First image: POV-Ray 3.7, render time 73s.
>
> Second image: experimental patch, render time 9s.
>
> For each light source, the patch automatically computes a cutoff
> distance based on light source brightness, fade parameters, and a global
> threshold (currently this is the global adc_bailout setting). Beyond
> this distance, the lights source is simply ignored.
>
> (As an alternative, the patch also allows for manually specifying the
> cutoff distance, but that's not used in this scene.)
How does the patch deal with radiosity? does it still provide an improvement?
any order of magnitude for it?
Post a reply to this message
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