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Chambers <ben### [at] pacificwebguy com> wrote:
> Anyway, isn't this essentially radiosity w/o the pretrace, and unlimited
> count?
well, whatever what he is doing, I hope we don't disencourage him. Keep going
that we eventually may all be thankful for your effort.
The technique shows promise, if not for things other than the much better
handling of anti-aliasing against very bright surfaces (see the windows against
the white ambient sky or the metal surfaces) and also for not having to lose
nights after nights tweaking radiosity settings that never quite get right --
either are too patchy or too smooth to show correct shadows...
So far, I've not been able to do with radiosity what he's done with path
tracing. Not to mention the stinking AA clipping problems... after several
hours testing and retesting, I'd surely feel glad to drop all the tweaking
altogether. Leaving the assembly behind in favor of a compiler... ;)
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web.47a63501dcec6a9fce60c5620@news.povray.org...
> The technique shows promise, if not for things other than the much better
> handling of anti-aliasing against very bright surfaces (see the windows
> against
> the white ambient sky or the metal surfaces) and also for not having to
> lose
> nights after nights tweaking radiosity settings that never quite get
> right --
> either are too patchy or too smooth to show correct shadows...
That's actually a big selling point of such techniques, particularly in
architectural visualization where people need large-size, artefact-free
images with perfect global illumination lighting: it's just cheaper to throw
some CPUs at a render when needed (or to rent a render farm) than to pay
someone to spend hours tweaking some settings and figuring out workarounds,
only to find that one has to brush out the remaining problems anyway. Of
course, a hobbyist's perspective is a little different, but this is just to
say that while rendering speed is always welcome, it can be even better to
be able to set up GI scenes without too much hassle.
In any case, what Fidos did is extremely interesting.
G.
--
*****************************
http://www.oyonale.com
*****************************
- Graphic experiments
- POV-Ray, Cinema 4D and Poser computer images
- Posters
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Chambers <ben### [at] pacificwebguy com> wrote:
> Anyway, isn't this essentially radiosity w/o the pretrace, and unlimited
> count?
I think it is closer but not completely the same. It is not raytracing (with
shadow ray) but a real integration of light transport for each point of the
picture.
Regrads,
Fidos.
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Hello,
A new test with the same scene. The reduce the hemisphere power and add a box
with ambient term in from of the main window.
I stopped a little bit earlier the rendering than the previous one and more
noise is visible.
I think that the interesting thing is the precise soft shadow (the table leggs
for instance).
Any comment wellcome.
Regards,
Fidos.
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Hello,
I'm currently playing with a more complex scene (the fabulous kitchen of Jaime
Vives Piqueres http://www.ignorancia.org/en/index.php?page=The_kitchen).
I started with the untextured version (normally used for radiosity pass).
As for the previous scene, I removed all the light sources and add a sky sphere
with an ambient term of 350.
Any comment wellcome.
Regards,
Fidos.
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From: Nicolas Alvarez
Subject: Re: Motecarlo path tracing with MegaPov 1.2.1
Date: 4 Feb 2008 14:32:05
Message: <47a76835@news.povray.org>
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o_O
<3
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"fidos" <fid### [at] wanadoo fr> wrote:
> A new test with the same scene. The reduce the hemisphere power and add a box
> with ambient term in from of the main window.
I'll try the box. The sky_sphere is no good so far.
> I think that the interesting thing is the precise soft shadow (the table leggs
> for instance).
absolutely, yes! very difficult to reproduce with radiosity. Perhaps it is
able to reproduce it, but then takes the same time as in path tracing, in which
case path tracing gets the high ground for getting better AA...
the shadows caused by the lamps in the wall are notable too. Here's a rough
radiosity render which almost gets it. radiosity is:
pretrace_start .04
pretrace_end .008
save_file "prep4company-wip2.rad"
always_sample off
error_bound 0.1
nearest_count 8
minimum_reuse 0.006
max_sample 1.4
adc_bailout .01/20
recursion_limit 2
brightness Radiosity_Brightness
count 200*3
I'll tweak it a bit more... perhaps lowering the pretrace_end and error_bound
and lowering count! :P
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"nemesis" <nam### [at] gmail com> wrote:
> I'll try the box. The sky_sphere is no good so far.
It is interesting to see how far you can go.
I have the feeling that radiosity is good for diffuse inter reflection between
objects (and smooth change of brightness). But it seems difficult to catch
correctly the direct light influence (the use of area light in addition to a
sky sphere may solve the problem of the smooth shadows).
Regards,
Fidos.
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From: nemesis
Subject: Re: Motecarlo path tracing with MegaPov 1.2.1
Date: 4 Feb 2008 23:22:57
Message: <47a7e4a1@news.povray.org>
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fidos escreveu:
> It is interesting to see how far you can go.
yes, well, here's my latest attempt. Rendertime: 5 hours and something
for 1st pass, some minutes for 2nd pass with higher error bound. here's
the settings:
radiosity{
#if (Save)
pretrace_start .04
pretrace_end .0008
save_file "prep4company-wip3.rad"
always_sample off
error_bound 0.02
nearest_count 12
minimum_reuse 0.008*2
adc_bailout .01/20
recursion_limit 2
brightness Radiosity_Brightness
count 40*3*5
#else
pretrace_start 1
pretrace_end 1
load_file "prep4company-wip3.rad"
always_sample off
error_bound 0.14
nearest_count 1
minimum_reuse 0
max_sample .4
adc_bailout .0006//20
recursion_limit 1
count 1
brightness Radiosity_Brightness
#end
}
I think I'll next bump up the error_bound slightly to get better blends
in the first pass. I'm still with problems getting that second pass
alright: there are black-dot artifacts in the corners when I use
error_bound values close to the 1st pass. Perhaps anyone more
knowledgeable has any clue about the settings?
At least, it's smooth, features visible shadows for the lamp in the
wall, for the top left window corner, for the power outlet in the wall
and even some shadow near the legs of the table. Unfortunately,
rendertime is too high -- perhaps even equalling to path tracing or more
-- and there are shadow artifacts in the front wall as well as the
horrid AA light levels clipping issues.
> I have the feeling that radiosity is good for diffuse inter reflection between
> objects (and smooth change of brightness). But it seems difficult to catch
> correctly the direct light influence
you're very right.
> (the use of area light in addition to a
> sky sphere may solve the problem of the smooth shadows).
I still may try that as a last resource. ;)
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oh, and BTW, it seems I forgot to save the latest 1st pass image. That
one was from my previous attempt, at a lower resolution. It looks about
the same, only smaller and less time consuming.
People were saying that radiosity calculations are independent of screen
resolution, but that's not what I've experienced: when rendering the
second pass at a higher resolution, results sucked very much...
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