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From: SafePit
Subject: LEGO 7804 Lizard - 3.7 beta 32 with Radiosity
Date: 13 Apr 2009 22:10:01
Message: <web.49e3ef5571db8c3e7f6d33a20@news.povray.org>
I've been experimenting with POV-Ray's Radiosity and my LEGO bricks. I'm using
Jaime Vives Piquere's macro to do Pseudo-HDRI lighting, mainly because it was
easy and I wanted to use 3.6 or 3.7 to render the scene. Interestingly, I found
3.7 beta's radiosity looked better then 3.6 with my LEGO's. I ran across this
model yesterday and I just "had" to model it. I needed to model a few parts not
in my library which is always fun. About 12 hours to render using a Dual core
AMD Turion 2.0GHz -- blame the focal blur.


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From: clipka
Subject: Re: LEGO 7804 Lizard - 3.7 beta 32 with Radiosity
Date: 14 Apr 2009 01:15:00
Message: <web.49e41ad9abb442a4837f2d2e0@news.povray.org>
"SafePit" <ste### [at] reids4funcom> wrote:
> 3.7 beta's radiosity looked better then 3.6 with my LEGO's.

Why, yes - of course it does! :P


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From: SafePit
Subject: Re: LEGO 7804 Lizard - 3.7 beta 32 with Radiosity
Date: 14 Apr 2009 01:50:00
Message: <web.49e423b8abb442a47f6d33a20@news.povray.org>
"clipka" <nomail@nomail> wrote:
> "SafePit" <ste### [at] reids4funcom> wrote:
> > 3.7 beta's radiosity looked better then 3.6 with my LEGO's.
>
> Why, yes - of course it does! :P

LOL -- aren't you a "little" biased?  :)


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From: sooperFoX
Subject: Re: LEGO 7804 Lizard - 3.7 beta 32 with Radiosity
Date: 14 Apr 2009 04:10:01
Message: <web.49e443dbabb442a43e3c08aa0@news.povray.org>
"SafePit" <ste### [at] reids4funcom> wrote:
> "clipka" <nomail@nomail> wrote:
> > "SafePit" <ste### [at] reids4funcom> wrote:
> > > 3.7 beta's radiosity looked better then 3.6 with my LEGO's.
> >
> > Why, yes - of course it does! :P
>
> LOL -- aren't you a "little" biased?  :)

Speaking of "biased"... ;) how hard would it be to get path tracing going with
the 3.7 codebase? (think mc-pov 3.7)

My sincere apologies if this has been discussed elsewhere - but if so, could
someone please point me to it?


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From: clipka
Subject: Re: LEGO 7804 Lizard - 3.7 beta 32 with Radiosity
Date: 14 Apr 2009 09:20:00
Message: <web.49e48cb4abb442a4f06ce2830@news.povray.org>
"sooperFoX" <bon### [at] gmailcom> wrote:
>
> Speaking of "biased"... ;) how hard would it be to get path tracing going with
> the 3.7 codebase? (think mc-pov 3.7)

I've already pondered the idea. And found no reason why it shouldn't work.

Well, except for one thing: That "render until I like it" feature with interim
result output would currently be an issue. Nothing that couldn't be solved
though. For starters, high-quality anti-aliasing settings might do instead of
rendering the shot over and over again.

Eliminating classic lighting would be easy: Just don't use it.

Reflection and transmission could be handled by existing code without any change
at all. Adding blur, like in MCPov, would be an extra gimmick that in my opinion
might be of interest for standard POV-Ray scenes anyway.

The "diffuse job" could be fully covered by radiosity code, by just bypassing
the sample cache, using a low sample ray count and high recursion depth, and
some fairly small changes to a few internal parameters. That, plus another
thing that has already made its way onto the radiosity agenda: The radiosity
sample ray pattern would have to be able to use certain hints in the scene
about bright areas (MCPov's "portals"); and for monte-carlo tracing it would
have to be truly random.

So there would be some work to do, but basically nothing that wouldn't fit into
the 3.7 framework.


Ah, and SSLT should nicely fit into the thing as well, as soon as it properly
works with radiosity.

Scattering media would remain a problem, unless one would go for full volumetric
monte-carlo scattering simulation. Which, for highly scattering media, might be
veeeeeery slow.


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From: sooperFoX
Subject: Re: LEGO 7804 Lizard - 3.7 beta 32 with Radiosity
Date: 14 Apr 2009 11:25:00
Message: <web.49e4a99eabb442a43e3c08aa0@news.povray.org>
"clipka" <nomail@nomail> wrote:
> I've already pondered the idea. And found no reason why it shouldn't work.
>
> Well, except for one thing: That "render until I like it" feature with interim
> result output would currently be an issue. Nothing that couldn't be solved
> though. For starters, high-quality anti-aliasing settings might do instead of
> rendering the shot over and over again.

As I understand it, the idea of rendering the shot over and over again is the
only way that it *could* work. Each pixel of a 'pass' follows a diffuse bounce
in a 'random' direction (which could have a small bias, eg portals) and the
more times you repeat those random passes the more 'coverage' of the total
solution you get. Kind of like having an infinite radiosity count, spread out
over time. That's why it starts out so noisy...


> Adding blur, like in MCPov, would be an extra gimmick that in my opinion
> might be of interest for standard POV-Ray scenes anyway.

That is just a natural side effect of the multiple passes - each pass takes a
randomly different reflection or refraction direction, and when you average
them all together you get a blurred result. This is also why you get perfect
anti-aliasing.


> The "diffuse job" could be fully covered by radiosity code, by just bypassing
> the sample cache, using a low sample ray count and high recursion depth, and
> some fairly small changes to a few internal parameters. That, plus another

Yes, I think so. You probably don't even need that high a recursion depth, maybe
5 or so. And it's not so much recursion as it is iteration, right? You don't
shoot [count] rays again for each bounce of a single path?


> thing that has already made its way onto the radiosity agenda: The radiosity
> sample ray pattern would have to be able to use certain hints in the scene
> about bright areas (MCPov's "portals"); and for monte-carlo tracing it would
> have to be truly random.

Could it just be any object with finish ambient > 0? There is also
bi-directional path tracing and Metropolis Light Transport systems, but I think
they are significantly more complicated to implement..


> So there would be some work to do, but basically nothing that wouldn't fit into
> the 3.7 framework.

I wish I understood enough of it to be able to help in implementing! Perhaps one
day I will find the time to look at the POV source. Or maybe fidos can help? :)


> Scattering media would remain a problem, unless one would go for full volumetric
> monte-carlo scattering simulation. Which, for highly scattering media, might be
> veeeeeery slow.

Yes, but it would be *correct*, and the results would be unbeatable. It could be
turned on/off though for people who don't want to wait weeks for a decent result
;)


Well, just a pipe dream. For now, there's Indigo Renderer and Blender...


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From: clipka
Subject: Re: LEGO 7804 Lizard - 3.7 beta 32 with Radiosity
Date: 14 Apr 2009 12:25:00
Message: <web.49e4b8a7abb442a4f06ce2830@news.povray.org>
"sooperFoX" <bon### [at] gmailcom> wrote:
> > Well, except for one thing: That "render until I like it" feature with interim
> > result output would currently be an issue. Nothing that couldn't be solved
> > though. For starters, high-quality anti-aliasing settings might do instead of
> > rendering the shot over and over again.
>
> As I understand it, the idea of rendering the shot over and over again is the
> only way that it *could* work. Each pixel of a 'pass' follows a diffuse bounce
> in a 'random' direction (which could have a small bias, eg portals) and the
> more times you repeat those random passes the more 'coverage' of the total
> solution you get. Kind of like having an infinite radiosity count, spread out
> over time. That's why it starts out so noisy...

No, *basically* the only important ingredient for montecarlo raytracing to work
is that each *pixel* is sampled over and over again. That this is done in
multiple passes is "only" a matter of convenience. A single-pass "render each
pixel 1000 times" rule, which madly high non-adaptive anti-aliasing settings
would roughly be equivalent to, would qualify just as well.

I do agree of course that doing multiple passes, giving each pixel just one shot
per pass, and saving an interim result image after each pass, is much more
convenient than doing it all in one pass, giving each pixel 1000 shots before
proceeding to the next. No argument here.

> > Adding blur, like in MCPov, would be an extra gimmick that in my opinion
> > might be of interest for standard POV-Ray scenes anyway.
>
> That is just a natural side effect of the multiple passes - each pass takes a
> randomly different reflection or refraction direction, and when you average
> them all together you get a blurred result. This is also why you get perfect
> anti-aliasing.

Well, it is not a natural side effect of the multiple passes - it is a natural
side effect of multiple rays being shot per pixel *and* some jittering applied
to the reflection.

You can achieve the same effect with standard POV by using anti-aliasing (the
multiple-ray-shooting component) with micronormals (exploiting the "jitter" in
the initial rays to pick a more or less random normal from a bump map).

That's why I don't consider this an integral trait of a montecarlo extension to
POV-Ray.


> > The "diffuse job" could be fully covered by radiosity code, by just bypassing
> > the sample cache, using a low sample ray count and high recursion depth, and
> > some fairly small changes to a few internal parameters. That, plus another
>
> Yes, I think so. You probably don't even need that high a recursion depth, maybe
> 5 or so. And it's not so much recursion as it is iteration, right? You don't
> shoot [count] rays again for each bounce of a single path?

Well, if using the existing radiosity mechanism (just bypassing the sample
cache), it would actually be recursion indeed: The radiosity algorithm is
*designed* to shoot N rays per location.

(If I'm not mistaken, it is recursion anyway all throughout POV-Ray, whether it
is reflection or refraction (or diffusion, in which case the radiosity code may
add some recursive element); the only exception are straight rays through
(semi-) transparent objects. Maybe not a wise thing to do, but what the
heck...)

I guess it is the same with MCPov, too - after all, it allows you to specify the
number of rays to shoot per diffuse bounce as well. Which is not bad because it
reduces the need to trace the ray from the eye to (almost) here as often.


>
>
> > thing that has already made its way onto the radiosity agenda: The radiosity
> > sample ray pattern would have to be able to use certain hints in the scene
> > about bright areas (MCPov's "portals"); and for monte-carlo tracing it would
> > have to be truly random.
>
> Could it just be any object with finish ambient > 0? There is also
> bi-directional path tracing and Metropolis Light Transport systems, but I think
> they are significantly more complicated to implement..

Bi-directional path tracing only works if you have point lights, or can
approximate the light sources with point lights - maybe by picking random
points on glowing objects' surfaces for each path. This can be done with
meshes, and some other primitives as well, because it is easy to pick a random
point on their surface with a uniform random distribution; but when it comes to
isosurfaces or some such, getting the random distribution right or modulating it
with the proper factor to compensate for non-uniform distribution will be
difficult at best.

What *can* be done is bi-directional path tracing using classic light sources.
This would in fact be the result if the classic diffuse lighting term would be
left activated, and the specular highlighting "synchronized" with (diffuse)
reflection - or if photon mapping would be used for the whole scene.

Of Metropolis Light Transport I know nothing.


> > Scattering media would remain a problem, unless one would go for full volumetric
> > monte-carlo scattering simulation. Which, for highly scattering media, might be
> > veeeeeery slow.
>
> Yes, but it would be *correct*, and the results would be unbeatable. It could be
> turned on/off though for people who don't want to wait weeks for a decent result
> ;)

Yep. I already mused that such a thing - integrated into POV-Ray - could provide
me with reference shots for the SSLT code, to verify that it's doing just as
good in faster time ;)

Same goes for monte-carlo tracing in general, which would provide me with
reference shots for radiosity. MCPov is unsuited in this respect because it
cannot co-operate with conventional lighting.


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From: sooperFoX
Subject: Re: LEGO 7804 Lizard - 3.7 beta 32 with Radiosity
Date: 14 Apr 2009 13:10:01
Message: <web.49e4c2b9abb442a43e3c08aa0@news.povray.org>
"clipka" <nomail@nomail> wrote:

Right on all counts. Thanks for the clarifications; I think I had
over-simplified it in my head and lost some in the translation but I think we
agree.


> Of Metropolis Light Transport I know nothing.

Basically it is an algorithm which uses path tracing (or bi-di path tracing) as
a basis, and once it has found a path it mutates or tweaks it slightly looking
for other, similar paths. In this way it can improve indirect light such as in
that scene with the door almost fully closed. I think it's meant to be good for
indoor scenes which are mostly lit indirectly, or to improve caustics.

There are better explanations around, which I suggest you read if you can,
'cause I haven't done it justice :)


> Same goes for monte-carlo tracing in general, which would provide me with
> reference shots for radiosity. MCPov is unsuited in this respect because it
> cannot co-operate with conventional lighting.

It could be used for one half of a bi-directional path tracer, with the
conventional lights being used for the forward-paths like you mentioned before?

Or perhaps it could be modified to use a point light source as a portal or some
such. In all likelihood if POV were serious about becoming a path-tracer it
might have to be re-imagined but I think it's at least a good beginning.


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From: Kyle
Subject: Re: LEGO 7804 Lizard - 3.7 beta 32 with Radiosity
Date: 14 Apr 2009 15:33:18
Message: <49e4e4fe@news.povray.org>
That lizard cracks me up!  I like it.


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From: Edouard
Subject: Re: LEGO 7804 Lizard - 3.7 beta 32 with Radiosity
Date: 14 Apr 2009 19:35:00
Message: <web.49e51d47abb442a473e4b1460@news.povray.org>
"clipka" <nomail@nomail> wrote:
> "sooperFoX" <bon### [at] gmailcom> wrote:
> > > Well, except for one thing: That "render until I like it" feature with interim
> > > result output would currently be an issue. Nothing that couldn't be solved
> > > though. For starters, high-quality anti-aliasing settings might do instead of
> > > rendering the shot over and over again.
> >
> > As I understand it, the idea of rendering the shot over and over again is the
> > only way that it *could* work. Each pixel of a 'pass' follows a diffuse bounce
> > in a 'random' direction (which could have a small bias, eg portals) and the
> > more times you repeat those random passes the more 'coverage' of the total
> > solution you get. Kind of like having an infinite radiosity count, spread out
> > over time. That's why it starts out so noisy...
>
> No, *basically* the only important ingredient for montecarlo raytracing to work
> is that each *pixel* is sampled over and over again. That this is done in
> multiple passes is "only" a matter of convenience. A single-pass "render each
> pixel 1000 times" rule, which madly high non-adaptive anti-aliasing settings
> would roughly be equivalent to, would qualify just as well.
>
> I do agree of course that doing multiple passes, giving each pixel just one shot
> per pass, and saving an interim result image after each pass, is much more
> convenient than doing it all in one pass, giving each pixel 1000 shots before
> proceeding to the next. No argument here.

This is more or less what my stochastic render rig does currently in POV. If I
render 400 passes (which means full frames via animation), then I'm sampling
each pixel 400 times. I combine the 400 HDR images afterwards. Or after 40
passes to get a feel for how it's going. And if 400 passes still looks a little
noisy, then I fire up another render to get some more frames.

Stuff I currently can do this way:
  - Blurred reflection, blurred refraction (a tiny bit of blurring on everything
adds a lot to realism)
  - Anti-aliasing
  - Depth of Field (with custom bokeh maps)
  - High quality Media effects (by doing randomised low quality media each pass)
  - Distributed light sources (i.e. studio bank lighting)
  - High density lightdomes (up to 1000 lights)
  - Soft shadowing (by using a different jitter 2x2 area light each pass)
  - Fake SSS (via a low quality jittered FastSS() on each pass)

Things I haven't done (or can't do) yet
  - Radiosity - haven't tried it yet (but I could do a pre-pass with and use
save/load)
  - Photons (same as radiosity above)
  - Dispersion (filter greater than 1 plain doesn't work in POV, even when I
patch the obvious underflow condition in the code)
  - SSLT! (There's not ability to jitter for each pass)

Most of the randomisation is driven by a single
  #declare stochastic_seed = seed( frame_number)
at the start of the code.

e.g. Blurry reflections are simply micronormals randomized on the
stochastic_seed
  normal {
    bumps
    scale 0.0001
    translate <rand(stochastic_seed), rand(stochastic_seed),
rand(stochastic_seed)>
  }

or averaging in the "real" normal
  normal {
    average
    normal_map {
      [ 1 crackle ]
      [ 1
        bumps
        scale 0.0001
        translate <rand(stochastic_seed), rand(stochastic_seed),
rand(stochastic_seed)>
      ]
    }
  }

I've also started using a lot of halton sequences based on the frame_number, as
this seem even better than pure randomisation for a evenly distributed series
of samples.

My 35mm camera macros, that got posted here a month or so ago, have the
Anti-aliasing and DoF implementation of this in them.

The thing I'd really like to do is to identify pixels that haven't stabilized
after N passes, and only render those some more. It's a waste to render all the
pixels in a frame when most of them have arrived at their final value +/- some
minute percentage. It's the problem pixels that need more work.

> > > The "diffuse job" could be fully covered by radiosity code, by just bypassing
> > > the sample cache, using a low sample ray count and high recursion depth, and
> > > some fairly small changes to a few internal parameters. That, plus another
> >
> > Yes, I think so. You probably don't even need that high a recursion depth, maybe
> > 5 or so. And it's not so much recursion as it is iteration, right? You don't
> > shoot [count] rays again for each bounce of a single path?
>
> Well, if using the existing radiosity mechanism (just bypassing the sample
> cache), it would actually be recursion indeed: The radiosity algorithm is
> *designed* to shoot N rays per location.

Are they randomised, or would they be the same each pass?

> Of Metropolis Light Transport I know nothing.

It's just a statistical method applied to bi-direction path tracing to allow
speed-ups while preserving the unbiased results.

Cheers,
Edouard.


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