POV-Ray : Newsgroups : povray.binaries.images : I'm going to build my own raytracer Server Time
1 Nov 2024 04:13:38 EDT (-0400)
  I'm going to build my own raytracer (Message 1 to 6 of 6)  
From: jhu
Subject: I'm going to build my own raytracer
Date: 17 Feb 2014 10:30:01
Message: <web.53022abacf422148d19b0ec40@news.povray.org>
with blackjack and hookers! In fact, forget the raytracer and the blackjack.


Post a reply to this message


Attachments:
Download 'bender.png' (210 KB)

Preview of image 'bender.png'
bender.png


 

From: jhu
Subject: Re: I'm going to build my own raytracer
Date: 17 Feb 2014 11:05:00
Message: <web.530232b942c20339d19b0ec40@news.povray.org>
"jhu" <nomail@nomail> wrote:
> with blackjack and hookers! In fact, forget the raytracer and the blackjack.

BTW, this took 8 days to render! Sure I piled on focal blur, radiosity, blurred
reflections, and area light, but that's still 7 days too long.


Post a reply to this message

From: Samuel Benge
Subject: Re: I'm going to build my own raytracer
Date: 17 Feb 2014 13:40:01
Message: <web.530256bf42c20339ab070a5b0@news.povray.org>
"jhu" <nomail@nomail> wrote:
> "jhu" <nomail@nomail> wrote:
> > with blackjack and hookers! In fact, forget the raytracer and the blackjack.

Haha, nice. I like it :)

> BTW, this took 8 days to render! Sure I piled on focal blur, radiosity, blurred
> reflections, and area light, but that's still 7 days too long.

I'd say!

There /is/ a way to speed things up considerably, while possibly improving the
final quality. It involves rendering many frames using low-quality settings, and
averaging them all together afterward. Focal blur and antialiasing are given by
manipulating the camera's location and look_at settings. The biggest problem
using this approach is encountered when your scene takes a long time to parse.
Persistent variables would help immensely with that.

Maybe I'll upload an example soon, to show everyone how it all works. I'd be
happy if it resulted in a new patch :)

Sam


Post a reply to this message

From: Thomas de Groot
Subject: Re: I'm going to build my own raytracer
Date: 18 Feb 2014 03:43:01
Message: <53031d15$1@news.povray.org>
On 17-2-2014 19:36, Samuel Benge wrote:
> There /is/ a way to speed things up considerably, while possibly improving the
> final quality. It involves rendering many frames using low-quality settings, and
> averaging them all together afterward. Focal blur and antialiasing are given by
> manipulating the camera's location and look_at settings. The biggest problem
> using this approach is encountered when your scene takes a long time to parse.
> Persistent variables would help immensely with that.

Now, /that/ is an idea!

>
> Maybe I'll upload an example soon, to show everyone how it all works. I'd be
> happy if it resulted in a new patch :)

Please?

Thomas


Post a reply to this message

From: jhu
Subject: Re: I'm going to build my own raytracer
Date: 20 Feb 2014 19:20:00
Message: <web.53069b8542c20339f63971080@news.povray.org>
"jhu" <nomail@nomail> wrote:
> with blackjack and hookers! In fact, forget the raytracer and the blackjack.

Just in case people forgot, this is Bender from Futurama. Next up, Leela,
eventually.


Post a reply to this message

From: clipka
Subject: Re: I'm going to build my own raytracer
Date: 26 May 2014 10:56:26
Message: <5383561a$1@news.povray.org>
Am 17.02.2014 19:36, schrieb Samuel Benge:
> "jhu" <nomail@nomail> wrote:
>> "jhu" <nomail@nomail> wrote:
>>> with blackjack and hookers! In fact, forget the raytracer and the blackjack.
>
> Haha, nice. I like it :)
>
>> BTW, this took 8 days to render! Sure I piled on focal blur, radiosity, blurred
>> reflections, and area light, but that's still 7 days too long.
>
> I'd say!
>
> There /is/ a way to speed things up considerably, while possibly improving the
> final quality. It involves rendering many frames using low-quality settings, and
> averaging them all together afterward. Focal blur and antialiasing are given by
> manipulating the camera's location and look_at settings. The biggest problem
> using this approach is encountered when your scene takes a long time to parse.
> Persistent variables would help immensely with that.
>
> Maybe I'll upload an example soon, to show everyone how it all works. I'd be
> happy if it resulted in a new patch :)

You mean something like UberPOV? ;-)


Post a reply to this message

Copyright 2003-2023 Persistence of Vision Raytracer Pty. Ltd.