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From: Jaime Vives Piqueres
Subject: Re: Motecarlo path tracing with MegaPov 1.2.1
Date: 2 Apr 2008 03:27:38
Message: <47f3437a@news.povray.org>
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Terrific... I *really* hope all that great work with path tracing gets
integrated into MegaPOV some day, so we can enjoy it.
--
Jaime
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> Terrific... I *really* hope all that great work with path tracing gets
> integrated into MegaPOV some day, so we can enjoy it.
In any case, I will release the source modifications when ready.
Regards,
Fidos
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From: William Tracy
Subject: Re: Motecarlo path tracing with MegaPov 1.2.1
Date: 2 Apr 2008 22:12:14
Message: <47f44b0e@news.povray.org>
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Nekar Xenos wrote:
> Wow!
I'll second that. :-)
--
William Tracy
afi### [at] gmail com -- wtr### [at] calpoly edu
This offended Michel's sense of meaning, but there was nothing to be
done about that, except to alter Michel's sense of what was meaningful.
-- Kim Stanley Robinson, _Blue Mars_
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From: Severi Salminen
Subject: Re: Motecarlo path tracing with MegaPov 1.2.1
Date: 3 Apr 2008 10:40:42
Message: <47f4fa7a@news.povray.org>
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fidos wrote:
> I added the depth of field with path tracing. It was quite easy, it is a new
> integration as is antialising and distributed reflection/refraction.
Looks good! And I did the same thing to my program :) (See the other
thread.) The subsurface scattering looks very good too. It would be nice
to see it in action with more interesting objects - like meshes. Keep up
the good work!
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"fidos" <fid### [at] wanadoo fr> wrote:
> In any case, I will release the source modifications when ready.
How 'bout you release it when I'm ready instead? Only kidding, but this is all
very impressive. And all based on POV-Ray too! You should try out the
subsurface scattering test on an object with a nice shade of green and some
reflection. Instant ooze.
What algorithms are you using at this point? Path-tracing, of course, but
bidirectional? Metropolis Light Transport? If it's possible to make this
robust and optimize it, that would sure an another dimension to POV-Ray.
Pardon my excitement but I just restarted a radiosity render with artifacts I'm
just not sure I can cure. Keep it up.
- Ricky
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> What algorithms are you using at this point? Path-tracing, of course, but
> bidirectional? Metropolis Light Transport? If it's possible to make this
> robust and optimize it, that would sure an another dimension to POV-Ray.
> Pardon my excitement but I just restarted a radiosity render with artifacts I'm
> just not sure I can cure. Keep it up.
It is only path tracing with the possibility to define portals around source
lights, doors, windows, etc.
Fidos.
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Hello,
I made some test with the hdr possibilities of Megapov. The hdr file was
download from http://www.debevec.org/Probes/.
All the lighting is from the hdr file.
Regards,
Fidos
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Hello,
Here the results of hdr lighting with Megapov montecarlo path tracing and with
importance sampling (the ray are shoot in priority in the bright parts of the
hdr sky). It speed up the noise reduction.
Render time : 18 hours on 4 cores of a Q6600 2.4 GHz.
Any comments wellcome.
Regards,
Fidos
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Hello,
Here the source code of my previous post hdr_test.jpg. I nearly finished the
parser syntax extension for the montecarlo path tracing patch of MegaPov.
Any comments wellcome.
Regards,
Fidos.
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Hello,
In order to test my last source modification, I run a difficult scene from Jaime
Vives Piqueres (http://www.ignorancia.org/en/index.php?page=The_office).
I already tested it with my patch with poor results
(http://news.povray.org/web.47d0431ddcec6a9f23549e750%40news.povray.org).
The noise is high (I stopped the rendering after 'only' 12 hours) but there is
no bright dots and the overall lighting looks good.
Any comments wellcome.
Regards,
Fidos.
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