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In article <3991B301.80EBA665@faricy.net>, David Fontaine
<dav### [at] faricy net> wrote:
> In POV 3.5 I would like to see the following implementations:
> - True wavelength-dependent interference
> - Diffraction
> - Optical birefringence
> - Polarization and polarizing filters, including ior-dependent polarized
> reflection
> - Non-uniform ior for object interiors
> - Differentiation between absorption and interference filtration
You forgot these:
- True displacement mapping for all objects, using curved rays
- Relativistic effects, with adjustable light speed
- Differential ray tracing
- Custom BDRF functions
- 5x faster rendering and parsing
--
Christopher James Huff - Personal e-mail: chr### [at] mac com
TAG(Technical Assistance Group) e-mail: chr### [at] tag povray org
Personal Web page: http://homepage.mac.com/chrishuff/
TAG Web page: http://tag.povray.org/
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On Thu, 10 Aug 2000 08:17:43 -0500, Chris Huff <chr### [at] mac com>
wrote:
> - Relativistic effects, with adjustable light speed
This has already been implemented in another raytracer so it's not
that impossible.
Peter Popov ICQ : 15002700
Personal e-mail : pet### [at] usa net
TAG e-mail : pet### [at] tag povray org
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In article <10n5ps4sjuvnbl6398bihmen322htdppue@4ax.com>, Peter Popov
<pet### [at] usa net> wrote:
> This has already been implemented in another raytracer so it's not
> that impossible.
So have some of the other things, but they would all require large
changes in the architecture and source code. Adding it to POV would
probably be impossible...it would probably be easier to write a new
renderer that supports those things.
--
Christopher James Huff - Personal e-mail: chr### [at] mac com
TAG(Technical Assistance Group) e-mail: chr### [at] tag povray org
Personal Web page: http://homepage.mac.com/chrishuff/
TAG Web page: http://tag.povray.org/
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> - 5x faster rendering and parsing
there is a solution for this right? getting a computer that is 5X
faster :)
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In article <399311B7.AAB467A0@yahoo.com>, ryan constantine
<rco### [at] yahoo com> wrote:
> there is a solution for this right? getting a computer that is 5X
> faster :)
But that costs more than a POV upgrade. :-)
--
Christopher James Huff - Personal e-mail: chr### [at] mac com
TAG(Technical Assistance Group) e-mail: chr### [at] tag povray org
Personal Web page: http://homepage.mac.com/chrishuff/
TAG Web page: http://tag.povray.org/
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Chris Huff wrote:
> In article <10n5ps4sjuvnbl6398bihmen322htdppue@4ax.com>, Peter Popov
> <pet### [at] usa net> wrote:
>
> > This has already been implemented in another raytracer so it's not
> > that impossible.
>
> So have some of the other things, but they would all require large
> changes in the architecture and source code. Adding it to POV would
> probably be impossible...it would probably be easier to write a new
> renderer that supports those things.
There is a link to a POV patch (over v2.2) that does this in
http://povray.org/links/3D_Programs/POV-Ray_Unofficial_Patches_and_Front_End_Programs/POV-Ray_Patches_v2_2/
--
Bye
Pabs
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Chris Huff <chr### [at] mac com> wrote...
> - True displacement mapping for all objects, using curved rays
Would we want to do it any other way?
> - Relativistic effects, with adjustable light speed
Ooooh... sounds like fun. :-) (Yes, I've seen the animations from the
renderer that already does this.)
> - Custom BDRF functions
Actually, this shouldn't be too far off as a MegaPov feature. (of course,
post-3.5)
> - 5x faster rendering and parsing
My favorite by far. Anybody want to volunteer to write this patch?
-Nathan
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Warp wrote:
> David Fontaine <dav### [at] faricy net> wrote:
> : In POV 3.5 I would like to see the following implementations:
> : - True wavelength-dependent interference
> : - Diffraction
> : - Optical birefringence
> : - Polarization and polarizing filters, including ior-dependent polarized
> : reflection
> : - Non-uniform ior for object interiors
> : - Differentiation between absorption and interference filtration
>
> It's easy to say, but how easy to implement? You are free to post your own
> ideas about the algorithms that will implement those.
>
> And by the way, about the non-uniform ior in objects interiors:
>
> http://www.students.tut.fi/~warp/povVFAQ/languageVFAQ.html#variableior
I already know why it won't be implemented, you notice there was an evil
grinning smiley a few lines down... >;)
--
David Fontaine <dav### [at] faricy net> ICQ 55354965
Please visit my website: http://www.faricy.net/~davidf/
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Nathan Kopp wrote:
> > - 5x faster rendering and parsing
>
> My favorite by far. Anybody want to volunteer to write this patch?
Free and easy! Just change some jumpers on the motherboard... :)
--
David Fontaine <dav### [at] faricy net> ICQ 55354965
Please visit my website: http://www.faricy.net/~davidf/
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Warp wrote:
> And by the way, about the non-uniform ior in objects interiors:
>
> http://www.students.tut.fi/~warp/povVFAQ/languageVFAQ.html#variableior
BTW, this FAQ also talks about non-uniform transformations, saying they are only
possible in mesh modellers by moving the vertexes. Indded they are quite
possible in MegaPOV isosurfaces.
--
David Fontaine <dav### [at] faricy net> ICQ 55354965
Please visit my website: http://www.faricy.net/~davidf/
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