POV-Ray : Newsgroups : povray.binaries.images : The POV-Ray Base on Mars Server Time
14 May 2024 13:28:23 EDT (-0400)
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From: Sven Littkowski
Subject: Re: The POV-Ray Base on Mars
Date: 21 Aug 2017 06:43:46
Message: <599ab962@news.povray.org>
8. MARS BASES

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From: Bald Eagle
Subject: Re: The POV-Ray Base on Mars
Date: 21 Aug 2017 15:15:01
Message: <web.599b312b630de0d1c437ac910@news.povray.org>
Sven Littkowski <I### [at] SvenLittkowskiname> wrote:
> Intended as group project.
> Who wants to join?

I would probably be able to make sporadic contributions.
I think you'd need to decide on an infrastructure / global scene architecture.

Perhaps if you could describe / tabulate how many surface meshes there are, the
first thing to do might be to determine how best to tessellate them onto a
[pseudo-]sphere.
Then work out how to implement view frustum and back-face culling, so that only
the minimum amount of data needs to be loaded, parsed, and rendered.

Do you want to have multiple small static scenes?
Model the whole planet, but show only parts visible to the camera?
Do an animated fly-through?

I think that it would be an interesting long-term project to see how it would be
best to code such a large structure, and how to handle the data structures and
parsing of different detail levels in the scene.
Also, it would be interesting to see the development of an efficient workflow.

Perhaps Google Earth and other projects that already perform a similar function
would be good to study and learn from.

I would say that this might be applicable to
6. Defining base types (underground, craters, free buildings).

http://jcgt.org/published/0004/02/02/
has link to C++ code


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From: Sven Littkowski
Subject: Re: The POV-Ray Base on Mars
Date: 21 Aug 2017 22:50:44
Message: <599b9c04$1@news.povray.org>
On 21.08.2017 15:14, Bald Eagle wrote:
>
> I would probably be able to make sporadic contributions.
> I think you'd need to decide on an infrastructure / global scene
architecture.
>
> Perhaps if you could describe / tabulate how many surface meshes there
are, the
> first thing to do might be to determine how best to tessellate them onto 
a
> [pseudo-]sphere.
> Then work out how to implement view frustum and back-face culling, so
that only
> the minimum amount of data needs to be loaded, parsed, and rendered.
>
> Do you want to have multiple small static scenes?
> Model the whole planet, but show only parts visible to the camera?
> Do an animated fly-through?
>
> I think that it would be an interesting long-term project to see how
it would be
> best to code such a large structure, and how to handle the data
structures and
> parsing of different detail levels in the scene.
> Also, it would be interesting to see the development of an efficient
workflow.
>
> Perhaps Google Earth and other projects that already perform a similar
function
> would be good to study and learn from.
>
> I would say that this might be applicable to
> 6. Defining base types (underground, craters, free buildings).
>
> http://jcgt.org/published/0004/02/02/
> has link to C++ code
>

Welcome aboard, Bald Eagle! Let's talk within this sub group about
everything.

Entire planet? No, too much data. Better to concentrate on a few
locations. no camera could capture the entire planet from within one
scene showing a base.

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From: Bald Eagle
Subject: Re: The POV-Ray Base on Mars
Date: 31 Aug 2017 15:20:00
Message: <web.59a860e9630de0d1c437ac910@news.povray.org>
Sven Littkowski <I### [at] SvenLittkowskiname> wrote:

> Welcome aboard, Bald Eagle! Let's talk within this sub group about
> everything.
>
> Entire planet? No, too much data. Better to concentrate on a few
> locations. no camera could capture the entire planet from within one
> scene showing a base.

http://www.taumuon.co.uk/category/pov-ray

I was sort of thinking along the lines of
https://www.gamedev.net/articles/programming/general-and-gameplay-programming/introduction-to-octrees-r3529/

so that only the parts of the scene that would be visible to the camera would be
loaded (mesh include files) and rendered.
Perhaps a method of selecting an include file based on camera altitude could be
implemented (use a different file extension for different resolutions...)

That way you could have a single master scene file to write (and debug), and
everything could be stored in the same directory, and zipped.

I'd say that a POV-base ought to look like the POV-Ray logo  :)  There ought to
be small(er) initial and "temporary" intermediate structures (abandoned?) that
were used upon landing to receive building supplies and house workers while the
main base was being built.

Weather conditions on the surface would dictate the engineering of the structure
- probably a highly flattened dome, or a small entrance with the bulk of the
base being sub-surface.


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From: Sven Littkowski
Subject: Re: The POV-Ray Base on Mars
Date: 24 Nov 2017 02:46:30
Message: <5a17ce56$1@news.povray.org>
My apologies - a lot of problems occurred in my life, I had to deal with
them. I still want to continue with this project, of course. :-)

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