POV-Ray : Newsgroups : povray.general : Cone bug and the bounding box Server Time
1 Nov 2024 09:19:12 EDT (-0400)
  Cone bug and the bounding box (Message 1 to 6 of 6)  
From: J  Grimbert
Subject: Cone bug and the bounding box
Date: 4 Oct 1999 07:24:02
Message: <37F88E57.ACA66624@atos-group.com>
I had some time this sunday to investigate the problem.
The bounding box in the std distribution include a complete cone
(with the pointy extremity), even if the specified cone is truncated.


The correction is so easy, if you know were to look at
and understand the Cones code...
My guess is that the bounding box for the cone was made
when the cone was always complete, and then never touched again.

In cones.c, just replace the 0.0 by Cone->dist in Compute_Cone_BBox

void Compute_Cone_BBox(CONE *Cone)
{
/*
  Make_BBox(Cone->BBox, -1.0, -1.0, 0.0, 2.0, 2.0, 1.0);
*/
   Make_BBox(Cone->BBox, -1.0, -1.0, Cone->dist, 2.0, 2.0, 1.0);

  Recompute_BBox(&Cone->BBox, Cone->Trans);
}


That's all Folks!
I have put an explanation with a picture on
http://www.altern.org/grimbert/pov/index.html
--
J. Grimbert


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From: smellenbergh
Subject: Re: Cone bug and the bounding box
Date: 5 Oct 1999 12:12:31
Message: <1dz5z0s.1qu7w92sztpigN@dialup69.leuven.skynet.be>
J. Grimbert <jgr### [at] atos-groupcom> wrote:

> I had some time this sunday to investigate the problem.
> The bounding box in the std distribution include a complete cone
> (with the pointy extremity), even if the specified cone is truncated.
> 
> 
> The correction is so easy, if you know were to look at
> and understand the Cones code...
> My guess is that the bounding box for the cone was made
> when the cone was always complete, and then never touched again.
> 
> In cones.c, just replace the 0.0 by Cone->dist in Compute_Cone_BBox

> That's all Folks!
> I have put an explanation with a picture on
> http://www.altern.org/grimbert/pov/index.html
> --
> J. Grimbert
Well, we tried it and it certainly is an improvement. However, the
bounding boxes are not as tight as they might be.
You can see this right away if you turn on the 'draw vista buffer'
option.

Please, try our fix and notice the difference. We have been waiting a
long time for someone to fix it. Our method is  a fix but it should be
possible to make it easier with less memory use.
Ok, we include our message from a while ago so you can try this. It
involves a bit more than replacing 0.0 by Cone->dist :-) but please try
it and see the difference.

If you can and are willing to do so, try to fix it even more. It makes
quite a difference if you have images with lots of those cones.

Best regards,
Smellenbergh

-- 
e-mail:sme### [at] skynetbe

http://users.skynet.be/smellenbergh

Here is our original message:


We discovered this a long time ago and reported it to the POV-Ray Team.
You will notice this bug easely when you use the draw vista buffer
option.

We have a solution for it (and it is implemented in our unofficial
compile for the Macintosh) but it is a workaround and certainly not a
bug fix. (but it works and decreases rendering time a lot).

Replace the following functions in the source files (you can use
3.1a,d,e or g sources) and make sure you define QUICK_CONES somewhere so
your compiler use the changes:

1)Cones.c
********
static void Transform_Cone(OBJECT *Object, TRANSFORM *Trans)
{
  CONE *Cone = (CONE *)Object;
  
  Compose_Transforms(Cone->Trans, Trans);
#ifdef QUICK_CONES
  if ( Cone->Trans->next != 0)
        Compose_Transforms(Cone->Trans->next,Trans);
#endif
  Compute_Cone_BBox(Cone);
}

void Compute_Cone_Data(OBJECT *Object)
{
  DBL tlen, len, tmpf;
  VECTOR tmpv, axis, origin;
  CONE *Cone = (CONE *)Object;

  /* Process the primitive specific information */
  if (fabs(Cone->apex_radius - Cone->base_radius) < EPSILON)
  {
    /* What we are dealing with here is really a cylinder */
    Set_Flag(Cone, CYLINDER_FLAG);
    Compute_Cylinder_Data(Object);
    return;
  }

  if (Cone->apex_radius < Cone->base_radius)
  {
    /* Want the bigger end at the top */
    Assign_Vector(tmpv,Cone->base);
    Assign_Vector(Cone->base,Cone->apex);
    Assign_Vector(Cone->apex,tmpv);
    tmpf = Cone->base_radius;
    Cone->base_radius = Cone->apex_radius;
    Cone->apex_radius = tmpf;
  }
#ifdef QUICK_CONES
        Cone->Trans->next=Create_Transform();
#endif

  /* Find the axis and axis length */
  VSub(axis, Cone->apex, Cone->base);
  VLength(len, axis);
  if (len < EPSILON)
  {
    Error("Degenerate cone/cylinder.\n");
  }
  else
  {
    VInverseScaleEq(axis, len)
  }
#ifdef QUICK_CONES
        Compute_Coordinate_Transform(Cone->Trans->next,Cone->base, axis,
Cone->apex_radius, len);
#endif

  /* Determine alignment */
  tmpf = Cone->base_radius * len / (Cone->apex_radius -
Cone->base_radius);
  VScale(origin, axis, tmpf);
  VSub(origin, Cone->base, origin);
  tlen = tmpf + len;
  Cone->dist = tmpf / tlen;
  Compute_Coordinate_Transform(Cone->Trans, origin, axis,
Cone->apex_radius, tlen);
  /* Recalculate the bounds */
  Compute_Cone_BBox(Cone);
}
static void Destroy_Cone(OBJECT *Object)
{
  #ifdef QUICK_CONES
        TRANSFORM *trans;
        trans= ((CONE*)Object)->Trans;
        if ( trans!= 0 && trans->next != 0)
                POV_FREE(trans->next);
#endif
  Destroy_Transform(((CONE *)Object)->Trans);

  POV_FREE (Object);
}
void Compute_Cone_BBox(CONE *Cone)
{
  Make_BBox(Cone->BBox, -1.0, -1.0, 0.0, 2.0, 2.0, 1.0);
#ifdef QUICK_CONES
        if ( Cone->Trans->next)
                Recompute_BBox(&Cone->BBox, Cone->Trans->next);
        else
                Recompute_BBox(&Cone->BBox, Cone->Trans);
#else
  Recompute_BBox(&Cone->BBox, Cone->Trans);
#endif
}

2)frame.h
********
typedef struct Transform_Struct TRANSFORM;

struct Transform_Struct
{
  MATRIX matrix;
  MATRIX inverse;
#ifdef QUICK_CONES
        TRANSFORM *next;
#endif
  
};

3)Matrices.c
**********
TRANSFORM *Create_Transform()
{
  TRANSFORM *New;

  New = (TRANSFORM *)POV_MALLOC(sizeof (TRANSFORM), "transform");

  MIdentity (New->matrix);
  MIdentity (New->inverse);
#ifdef QUICK_CONES
        New->next=0l;
#endif
  return (New);
}
TRANSFORM *Copy_Transform (TRANSFORM *Old)
{
  TRANSFORM *New;
  if (Old != NULL)
  {
    New  = Create_Transform ();
    *New = *Old;
#ifdef QUICK_CONES
        if ( Old->next != 0)
        {
                New->next=Create_Transform();
                *New->next=*Old->next;
        } 
#endif 

  }
  else
  {
    New = NULL;
  }

  return (New);
}

And that is all. Please notice that the memory requirements will
increase for every cone. 
Perhaps there is someone out there who can fix this bug and send it on
to the POV-Ray Team.
Everyone generating scenes with utilities like CTDS or some of our older
utilities will benefit from this fix.


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From: J  Grimbert
Subject: Re: Cone bug and the bounding box
Date: 6 Oct 1999 01:59:16
Message: <37FAE536.FB1CC2A4@atos-group.com>
smellenbergh wrote:
> 
> J. Grimbert <jgr### [at] atos-groupcom> wrote:
[SNIP]
> >
> > In cones.c, just replace the 0.0 by Cone->dist in Compute_Cone_BBox
> 
> > That's all Folks!
> > I have put an explanation with a picture on
> > http://www.altern.org/grimbert/pov/index.html
> > --
> > J. Grimbert

> Well, we tried it and it certainly is an improvement. However, the
> bounding boxes are not as tight as they might be.

Could you please elaborate on that ? 
I personaly don't see how you could have a thighter bounding box 
without clipping into the cone.


> You can see this right away if you turn on the 'draw vista buffer'
> option.

I would like, but draw vista buffer is not available on 
the default unix port. And I do not have a Window compiler...


> 
> Please, try our fix and notice the difference. We have been waiting a
> long time for someone to fix it. Our method is  a fix but it should be
> possible to make it easier with less memory use.

IMNSHO, your fix just try to perform the same bounding box as mine, but
take the things too last and therefor is far more complicated and 
request more memory.

> Ok, we include our message from a while ago so you can try this. It
> involves a bit more than replacing 0.0 by Cone->dist :-) but please try
> it and see the difference.
> 
Reading it again, and from the mathematical point of view, I do not see
the difference in the bounding box.
You start with a bounding box of 2x2x1 and scale it by "len" in the
axial
direction, thus giving a 2x2xlen bounding box.

I start with a bounding box of 2x2x(1-tmpf/tlen) and scale it by "tlen"
in
the axial direction thus giving a 2x2x(tlen-tmpf) bounding box.

As tlen == tmpf + len 
 (therefore tlen - tmpf == len)
I have the same bounding box as your fix.

How, Wait... I just see it now. I should also decreased the 1.0 from
the Cone->dist . 
I had only half-corrected it.

> If you can and are willing to do so, try to fix it even more. 

I will update my page...

> It makes
> quite a difference if you have images with lots of those cones.

I agree, especially for truncated cones, it does have a significant
impact on rendering time (the std 3.1g waste most of the time hitting
a bounding box and then looking for the intersections with the cone.

> 
> Best regards,
> Smellenbergh
> 
Have a nice day.


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From: Alan Kong
Subject: Re: Cone bug and the bounding box
Date: 6 Oct 1999 06:19:14
Message: <bx77N2FUvttOrmW0e+QCB1D2HMLF@4ax.com>
On Wed, 06 Oct 1999 07:59:18 +0200, "J. Grimbert" <jgr### [at] atos-groupcom>
wrote:

>I would like, but draw vista buffer is not available on 
>the default unix port. And I do not have a Window compiler...

  Hi, J. Grimbert. I've read that you are using POV-Ray v3.1g but could you
also post what operating system you are using, as well as processor type and
amount of RAM?

  Thanks very much for helping to solve this cones issue.

-- 
Alan
http://www.povray.org - Home of the Persistence of Vision Ray Tracer


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From: J  Grimbert
Subject: Re: Cone bug and the bounding box
Date: 6 Oct 1999 06:57:05
Message: <37FB2AFF.38CD391A@atos-group.com>
Alan Kong wrote:
> 
> On Wed, 06 Oct 1999 07:59:18 +0200, "J. Grimbert" <jgr### [at] atos-groupcom>
> wrote:
> 
> >I would like, but draw vista buffer is not available on
> >the default unix port. And I do not have a Window compiler...
> 
>   Hi, J. Grimbert. I've read that you are using POV-Ray v3.1g but could you
> also post what operating system you are using, as well as processor type and
> amount of RAM?
> 

If it really matters, I'm using at home a Pentium MMX under W95(a) and
Linux.
The amount of RAM is 256M. (with about 800M in swap for Linux, just in
case
cmpeg want all that...)

The W95 has been recently patched for Y2K and Euro, and since the common
True Type font provides garbage when used with POV.


>   Thanks very much for helping to solve this cones issue.
> 
> --
> Alan
> http://www.povray.org - Home of the Persistence of Vision Ray Tracer


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From: smellenbergh
Subject: Re: Cone bug and the bounding box
Date: 6 Oct 1999 16:35:14
Message: <1dz9n4t.vmbohral0jryN@dialup187.leuven.skynet.be>
J. Grimbert <jgr### [at] atos-groupcom> wrote:

Hi,
[...]


Well, a very big thank you!
Now it works and the bounding boxes are as tight as they can get. We see
it immediately when draw vista buffer is on.

Your fix is a whole lot simpler than ours. :-)

Since you seem to understand the POV-Ray code so well, have you ever
tried the no_image and no_reflection patch of Eric Brown
(http://www.stolaf.edu/people/brownen/wwwroot_new/research/index.html)
changed sources at
(http://www.stolaf.edu/people/brownen/wwwroot_new/research/changes.zip)

We tried it and it works except for the no_image option when you turn on
the auto bounding system of POV-Ray (make sure it is used by setting the
numer of objects to 1). With the auto bounding on, no_image will also
remove the shadow. If you turn the autobounding off, it works as
expected. 
Also, it doesn't seem to work with the text object. Area lights are also
not working but that we can fix ourselves.

It's a nice patch, we would like to include it in one of our next
updates but we are unable to fix it.
Perhaps you can.....?


Thanks again for fixing the cone bug and hope to hear from you again,

Smellenbergh

-- 
e-mail:sme### [at] skynetbe

http://users.skynet.be/smellenbergh


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