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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
<G> >;)
--
David Fontaine <dav### [at] faricynet> ICQ 55354965
Please visit my website: http://www.faricy.net/~davidf/
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David Fontaine 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
...and a partridge in a pear tree.
Time for you to learn how to write your own patches, David.
--
Ken Tyler - 1400+ POV-Ray, Graphics, 3D Rendering, and Raytracing Links:
http://home.pacbell.net/tylereng/index.html http://www.povray.org/links/
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On Wed, 09 Aug 2000 14:37:37 -0500, David Fontaine <dav### [at] faricynet>
wrote:
>In POV 3.5 I would like to see the following implementations:
>- True wavelength-dependent interference
>- Polarization and polarizing filters, including ior-dependent polarized
>reflection
>- Differentiation between absorption and interference filtration
The main difficulty with the above features is conversion from rgb to
spectrum space. Simply said, it's impossible. It can be faked in a lot
of ways like rgb -> hsb conversion but they will not come close to the
real thing as spectra are usually very complex with emission and
absorption lines and regions and so on.
Now, if all colors were represented in spectrum space, things would be
much easier. I don't think users will love tweaking such colors,
though :)
>- Diffraction
>- Optical birefringence
Diffraction is tricky. I don't think it's impossible but it would
probably require insane render times (unless someone comes up with a
algorithm of following a wave front which does not require extensive
Monte Carlo sampling).
>- Non-uniform ior for object interiors
This has been discussed more than enough so I'll just skip it.
Peter Popov ICQ : 15002700
Personal e-mail : pet### [at] usanet
TAG e-mail : pet### [at] tagpovrayorg
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Peter Popov wrote:
> The main difficulty with the above features is conversion from rgb to
[snip]
I was of course only joking, I selectively listed the most
computation-intensive real-world properties and the ones that would require
massive restructuring of the entire POV code.
--
David Fontaine <dav### [at] faricynet> ICQ 55354965
Please visit my website: http://www.faricy.net/~davidf/
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David Fontaine <dav### [at] faricynet> 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
--
main(i,_){for(_?--i,main(i+2,"FhhQHFIJD|FQTITFN]zRFHhhTBFHhhTBFysdB"[i]
):_;i&&_>1;printf("%s",_-70?_&1?"[]":" ":(_=0,"\n")),_/=2);} /*- Warp -*/
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In article <3991B301.80EBA665@faricy.net>, David Fontaine
<dav### [at] faricynet> 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] maccom
TAG(Technical Assistance Group) e-mail: chr### [at] tagpovrayorg
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] maccom>
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] usanet
TAG e-mail : pet### [at] tagpovrayorg
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In article <10n5ps4sjuvnbl6398bihmen322htdppue@4ax.com>, Peter Popov
<pet### [at] usanet> 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] maccom
TAG(Technical Assistance Group) e-mail: chr### [at] tagpovrayorg
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] yahoocom> 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] maccom
TAG(Technical Assistance Group) e-mail: chr### [at] tagpovrayorg
Personal Web page: http://homepage.mac.com/chrishuff/
TAG Web page: http://tag.povray.org/
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