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5 Nov 2024 18:25:10 EST (-0500)
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From: Norbert Kern
Subject: Vegetation simulation WIP 2
Date: 13 Jul 2006 07:30:01
Message: <web.44b62d56a7a9ea94c436b710@news.povray.org>
A small update.

I introduced water preference based on areal height, corrected some errors
and doubled speed by replacing eval_pigment with functions and other small
changes.

The attached images show a test with 16000 plants of 8 different types and
36 iterations. Calculation took 5 h on an old 2.66 GHz P4. The 8 differnt
plant types are represented by the same 4 plant meshes as in WIP1.


Norbert Kern


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Attachments:
Download 'vegetation wip2.jpg' (278 KB)

Preview of image 'vegetation wip2.jpg'
vegetation wip2.jpg


 

From: Dave Matthews
Subject: Re: Vegetation simulation WIP 2
Date: 13 Jul 2006 10:05:00
Message: <web.44b652f8bf1ea0bb8c7259570@news.povray.org>
"Norbert Kern" <nor### [at] t-onlinede> wrote:

> The attached images show a test with 16000 plants of 8 different types and
> 36 iterations. Calculation took 5 h on an old 2.66 GHz P4. The 8 differnt
> plant types are represented by the same 4 plant meshes as in WIP1.
>
>
> Norbert Kern


These are, as always, just incredible.

Dave


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From: Stephen Klebs
Subject: Re: Vegetation simulation WIP 2
Date: 13 Jul 2006 10:45:26
Message: <44b65c86$1@news.povray.org>
Wow! Truly amazing. A real breakthrough in the world of vegegraphics.

My only observation is that, though the lush distribution in size and 
variety among the plants themselves is flawless, there is no variation 
between green and barren patches.

Stephen Klebs                                _((         )__
Cloud in the Sky Design                ((    ((             )_
http://www.cloudinthesky.com    ((__      ((_______)
skl### [at] verizonnet                     /  ((________)
(845) 558-2755                                  /   /   /


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From: Norbert Kern
Subject: Re: Vegetation simulation WIP 2
Date: 13 Jul 2006 12:10:00
Message: <web.44b6701abf1ea0bb122406350@news.povray.org>
"Dave Matthews" <dav### [at] mnwestedu> wrote:

> These are, as always, just incredible.

Thank you!


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From: Norbert Kern
Subject: Re: Vegetation simulation WIP 2
Date: 13 Jul 2006 12:15:00
Message: <web.44b67057bf1ea0bb122406350@news.povray.org>
"Stephen Klebs" <skl### [at] verizonnet> wrote:
> Wow! Truly amazing. A real breakthrough in the world of vegegraphics.
>
> My only observation is that, though the lush distribution in size and
> variety among the plants themselves is flawless, there is no variation
> between green and barren patches.


Hi,
will meditate on your point

Norbert Kern


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From: Rene Bui
Subject: Re: Vegetation simulation WIP 2
Date: 13 Jul 2006 12:30:01
Message: <web.44b67492bf1ea0bb8bff024c0@news.povray.org>
"Norbert Kern" <nor### [at] t-onlinede> wrote:
> A small update.
>
> I introduced water preference based on areal height, corrected some errors
> and doubled speed by replacing eval_pigment with functions and other small
> changes.
>
> The attached images show a test with 16000 plants of 8 different types and
> 36 iterations. Calculation took 5 h on an old 2.66 GHz P4. The 8 differnt
> plant types are represented by the same 4 plant meshes as in WIP1.
>
>
> Norbert Kern

No words !


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From: St 
Subject: Re: Vegetation simulation WIP 2
Date: 13 Jul 2006 12:52:47
Message: <44b67a5f@news.povray.org>
"Norbert Kern" <nor### [at] t-onlinede> wrote in message 
news:web.44b62d56a7a9ea94c436b710@news.povray.org...
>A small update.

  Great work!

    ~Steve~



> Norbert Kern
>


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From: Trevor G Quayle
Subject: Re: Vegetation simulation WIP 2
Date: 13 Jul 2006 12:55:00
Message: <web.44b679c6bf1ea0bbc150d4c10@news.povray.org>
"Norbert Kern" <nor### [at] t-onlinede> wrote:
> A small update.
>
> I introduced water preference based on areal height, corrected some errors
> and doubled speed by replacing eval_pigment with functions and other small
> changes.
>
> The attached images show a test with 16000 plants of 8 different types and
> 36 iterations. Calculation took 5 h on an old 2.66 GHz P4. The 8 differnt
> plant types are represented by the same 4 plant meshes as in WIP1.
>
>
> Norbert Kern

Looking really good.  How much of that 5h is parse time?

-tgq


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From: Orchid XP v2
Subject: Re: Vegetation simulation WIP 2
Date: 13 Jul 2006 13:59:20
Message: <44b689f8$1@news.povray.org>
Highly impressive...


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From: Zeger Knaepen
Subject: Re: Vegetation simulation WIP 2
Date: 13 Jul 2006 14:22:09
Message: <44b68f51@news.povray.org>
you know, when watching tech-demos like that one of the CryEngine2, I 
sometimes wonder why I'm still working with slow raytrace-renderers like 
POV-Ray.  The images rendered at, say, 30fps by Crysis are much more 
realistic than what I could do in months POVSDL-coding, parsing and 
tracing, at about 20hpf (hours per frame).  So I sometimes even wonder 
what's the point of raytracing, those games-engines seem to be much more 
interesting?

but looking at an image like this, I realise games-engines still have a 
very long way to go :)

and so do I :-/ :)

cu!

(oh, btw, anyone who could explain me, in simple terms, how the realtime 
ambient-maps (which look to me as realtime radiosity) could be done in 
crysis? :-/)
-- 
#macro G(b,e)b+(e-b)*C/50#end#macro _(b,e,k,l)#local C=0;#while(C<50)
sphere{G(b,e)+3*z.1pigment{rgb G(k,l)}finish{ambient 1}}#local C=C+1;
#end#end _(y-x,y,x,x+y)_(y,-x-y,x+y,y)_(-x-y,-y,y,y+z)_(-y,y,y+z,x+y)
_(0x+y.5+y/2x)_(0x-y.5+y/2x)            // ZK http://www.povplace.com


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