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8 Jul 2024 06:23:53 EDT (-0400)
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From: James Holsenback
Subject: Re: Stochastic Global Illumination
Date: 24 Jul 2014 16:58:06
Message: <53d1735e@news.povray.org>
On 07/24/2014 01:52 PM, clipka wrote:
> Am 24.07.2014 19:15, schrieb James Holsenback:
>> On 07/24/2014 01:10 PM, clipka wrote:
>>> Am 24.07.2014 17:47, schrieb James Holsenback:
>>>
>>>> Hmmmm ... when I'm looking at:
>>>> https://github.com/UberPOV/UberPOV/tree/develop
>>>>
>>>> I see this hash:
>>>> 784444e26b841d91118af7ca26a5f1ffefe60dbc
>>>>
>>>> with this description:
>>>> Merge branch 'release/v1.37.0.0-beta.6' into develop
>>>>
>>>> time stamped 13hrs ago
>>>
>>> Yes - that's indeed when I did the merge...
>>> .. Locally.
>>>
>>>> so doing 'git pull develop develop' /should/ have done trick.
>>>
>>> if you had pulled right from my local computer, then yes :-P
>>>
>>
>> ruh???
>
> Okay, I take this as an indication that you're not /too/ familiar with
> the distributed nature of the Git revision control system. ;-)

nope you'd be wrong ... aware of .git directory, it get's created for 
the 1st time when 'git init' is issued. contains all kind of useful info 
about what revision (commits) have been pulled, so that when 'git pull 
develop develop' is all that's needed to get updates. as i eluded in 
other responses think i simply pulled before you had a chance to update 
the 'develop' branch ... i'm good to go


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From: Thomas de Groot
Subject: Re: Stochastic Global Illumination
Date: 25 Jul 2014 03:23:27
Message: <53d205ef$1@news.povray.org>
On 24-7-2014 19:55, clipka wrote:
> Well, in this case you were actually faster than I was, at least as far
> as the pulling and pushing is concerned ;-)
>

Hey guys, cool down! Stop that pushing and pulling around now! Somebody 
is going to get hurt! :-)

Thomas


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From: clipka
Subject: Re: Stochastic Global Illumination
Date: 25 Jul 2014 18:39:34
Message: <53d2dca6$1@news.povray.org>
Am 25.07.2014 09:23, schrieb Thomas de Groot:
> On 24-7-2014 19:55, clipka wrote:
>> Well, in this case you were actually faster than I was, at least as far
>> as the pulling and pushing is concerned ;-)
>>
>
> Hey guys, cool down! Stop that pushing and pulling around now! Somebody
> is going to get hurt! :-)

Only the code, Thomas. Only the code...


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From: James Holsenback
Subject: Re: Stochastic Global Illumination
Date: 4 Aug 2014 06:05:54
Message: <53df5b02@news.povray.org>
On 07/23/2014 07:27 PM, clipka wrote:
> I'm currently implementing a new UberPOV feature that allows bypassing
> the caching of radiosity samples, effectively resulting in purely
> stochastic unbiased Global Illumination computation. (See recent
> discussion on povray.unofficial.patches.)

here's the image that prompted my parameter question in p.u.patches ... 
the alcove is made of box primitives and has cylinders to round the 
insides of the corners, used merge not union.


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From: clipka
Subject: Re: Stochastic Global Illumination
Date: 4 Aug 2014 06:58:11
Message: <53df6743@news.povray.org>
Am 04.08.2014 12:04, schrieb James Holsenback:
> On 07/23/2014 07:27 PM, clipka wrote:
>> I'm currently implementing a new UberPOV feature that allows bypassing
>> the caching of radiosity samples, effectively resulting in purely
>> stochastic unbiased Global Illumination computation. (See recent
>> discussion on povray.unofficial.patches.)
>
> here's the image that prompted my parameter question in p.u.patches ...
> the alcove is made of box primitives and has cylinders to round the
> insides of the corners, used merge not union.

I think what you're seeing is not an artifact at all.

A surface like the floor typically gets darker near other surfaces such 
as the wall; but the strength of this effect depends on the wall's 
brightness. A very bright wall - whether just due to its colour or also 
due to the angle of illumination - may cause the floor nearby to even 
become /brighter/ than elsewhere, while a very dark wall - whether just 
due to its colour, angle of illumination or shadows - will cause the 
nearby floor to become /extremely/ dark.


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From: James Holsenback
Subject: Re: Stochastic Global Illumination
Date: 4 Aug 2014 07:33:17
Message: <53df6f7d@news.povray.org>
On 08/04/2014 06:57 AM, clipka wrote:
> Am 04.08.2014 12:04, schrieb James Holsenback:
>> On 07/23/2014 07:27 PM, clipka wrote:
>>> I'm currently implementing a new UberPOV feature that allows bypassing
>>> the caching of radiosity samples, effectively resulting in purely
>>> stochastic unbiased Global Illumination computation. (See recent
>>> discussion on povray.unofficial.patches.)
>>
>> here's the image that prompted my parameter question in p.u.patches ...
>> the alcove is made of box primitives and has cylinders to round the
>> insides of the corners, used merge not union.
>
> I think what you're seeing is not an artifact at all.
>
> A surface like the floor typically gets darker near other surfaces such
> as the wall; but the strength of this effect depends on the wall's
> brightness. A very bright wall - whether just due to its colour or also
> due to the angle of illumination - may cause the floor nearby to even
> become /brighter/ than elsewhere, while a very dark wall - whether just
> due to its colour, angle of illumination or shadows - will cause the
> nearby floor to become /extremely/ dark.
>

Hmmm ... ok then just for sake of discussion here's how

#include "rad_def.inc"
Rad_Settings(Radiosity_Fast, off, off)

handles things


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From: clipka
Subject: Re: Stochastic Global Illumination
Date: 4 Aug 2014 07:49:40
Message: <53df7354@news.povray.org>
Am 04.08.2014 13:31, schrieb James Holsenback:
> On 08/04/2014 06:57 AM, clipka wrote:
>> Am 04.08.2014 12:04, schrieb James Holsenback:
>>> On 07/23/2014 07:27 PM, clipka wrote:
>>>> I'm currently implementing a new UberPOV feature that allows bypassing
>>>> the caching of radiosity samples, effectively resulting in purely
>>>> stochastic unbiased Global Illumination computation. (See recent
>>>> discussion on povray.unofficial.patches.)
>>>
>>> here's the image that prompted my parameter question in p.u.patches ...
>>> the alcove is made of box primitives and has cylinders to round the
>>> insides of the corners, used merge not union.
>>
>> I think what you're seeing is not an artifact at all.
>>
>> A surface like the floor typically gets darker near other surfaces such
>> as the wall; but the strength of this effect depends on the wall's
>> brightness. A very bright wall - whether just due to its colour or also
>> due to the angle of illumination - may cause the floor nearby to even
>> become /brighter/ than elsewhere, while a very dark wall - whether just
>> due to its colour, angle of illumination or shadows - will cause the
>> nearby floor to become /extremely/ dark.
>>
>
> Hmmm ... ok then just for sake of discussion here's how
>
> #include "rad_def.inc"
> Rad_Settings(Radiosity_Fast, off, off)
>
> handles things

... because it happens to utterly miscompute it.

Use more pretrace steps and a lower error_bound for starters.


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From: James Holsenback
Subject: Re: Stochastic Global Illumination
Date: 4 Aug 2014 08:01:44
Message: <53df7628$1@news.povray.org>
On 08/04/2014 07:49 AM, clipka wrote:
> Am 04.08.2014 13:31, schrieb James Holsenback:
>> On 08/04/2014 06:57 AM, clipka wrote:
>>> Am 04.08.2014 12:04, schrieb James Holsenback:
>>>> On 07/23/2014 07:27 PM, clipka wrote:
>>>>> I'm currently implementing a new UberPOV feature that allows bypassing
>>>>> the caching of radiosity samples, effectively resulting in purely
>>>>> stochastic unbiased Global Illumination computation. (See recent
>>>>> discussion on povray.unofficial.patches.)
>>>>
>>>> here's the image that prompted my parameter question in p.u.patches ...
>>>> the alcove is made of box primitives and has cylinders to round the
>>>> insides of the corners, used merge not union.
>>>
>>> I think what you're seeing is not an artifact at all.
>>>
>>> A surface like the floor typically gets darker near other surfaces such
>>> as the wall; but the strength of this effect depends on the wall's
>>> brightness. A very bright wall - whether just due to its colour or also
>>> due to the angle of illumination - may cause the floor nearby to even
>>> become /brighter/ than elsewhere, while a very dark wall - whether just
>>> due to its colour, angle of illumination or shadows - will cause the
>>> nearby floor to become /extremely/ dark.
>>>
>>
>> Hmmm ... ok then just for sake of discussion here's how
>>
>> #include "rad_def.inc"
>> Rad_Settings(Radiosity_Fast, off, off)
>>
>> handles things
>
> ... because it happens to utterly miscompute it.
>
> Use more pretrace steps and a lower error_bound for starters.
>

well yeah ... my point was to compare no_cache with bare bones radiosity 
settings. i'm thinking it (rad) get's closer with what amounts to "quick 
pass" settings.


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From: clipka
Subject: Re: Stochastic Global Illumination
Date: 4 Aug 2014 08:20:48
Message: <53df7aa0@news.povray.org>
Am 04.08.2014 14:01, schrieb James Holsenback:

> well yeah ... my point was to compare no_cache with bare bones radiosity
> settings. i'm thinking it (rad) get's closer with what amounts to "quick
> pass" settings.

Compare in what sense? Render speed? Quality? The settings to use?


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From: James Holsenback
Subject: Re: Stochastic Global Illumination
Date: 4 Aug 2014 12:54:16
Message: <53dfbab8$1@news.povray.org>
On 08/04/2014 07:49 AM, clipka wrote:
> Am 04.08.2014 13:31, schrieb James Holsenback:
>> On 08/04/2014 06:57 AM, clipka wrote:
>>> Am 04.08.2014 12:04, schrieb James Holsenback:
>>>> On 07/23/2014 07:27 PM, clipka wrote:
>>>>> I'm currently implementing a new UberPOV feature that allows bypassing
>>>>> the caching of radiosity samples, effectively resulting in purely
>>>>> stochastic unbiased Global Illumination computation. (See recent
>>>>> discussion on povray.unofficial.patches.)
>>>>
>>>> here's the image that prompted my parameter question in p.u.patches ...
>>>> the alcove is made of box primitives and has cylinders to round the
>>>> insides of the corners, used merge not union.
>>>
>>> I think what you're seeing is not an artifact at all.

agreed ... lack of light sounds better. changed spotlight to point light 
and looks closer to what i'd expect, so then changed radius and falloff 
a couple of times until it looked right. the values causing problem were 
arrived at by backing off the camera and settled on values that 
illuminated the test object and alcove, so i can't explain why the 
chosen values were the problem ... yet


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