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From: Warp
Subject: Re: Here's a laugh!
Date: 27 Feb 2002 10:44:46
Message: <3c7cfeee@news.povray.org>
Hugo <hua### [at] post3teledk> wrote:
>> > yes, but you can raytrace today on a pc with ...-2 fps. so in

> He was right you know.. 2 fps = 2 frames per season..

  If I make a simple scene with a couple of reflecting spheres and boxes
which rotate, and render an animation at 320x240 (no aa), with the status
stream turned off, POV-Ray for windows can render it at about 5 frames per
second in my computer.
  This is almost real-time. The objects really rotate in the render window
(if I make the rotation slow enough, it doesn't even look jumpy).

-- 
#macro M(A,N,D,L)plane{-z,-9pigment{mandel L*9translate N color_map{[0rgb x]
[1rgb 9]}scale<D,D*3D>*1e3}rotate y*A*8}#end M(-3<1.206434.28623>70,7)M(
-1<.7438.1795>1,20)M(1<.77595.13699>30,20)M(3<.75923.07145>80,99)// - Warp -


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From: Ben Chambers
Subject: Re: Here's a laugh!
Date: 27 Feb 2002 11:05:12
Message: <3c7d03b8@news.povray.org>
"Warp" <war### [at] tagpovrayorg> wrote in message
news:3c7cfeee@news.povray.org...
> Hugo <hua### [at] post3teledk> wrote:
> >> > yes, but you can raytrace today on a pc with ...-2 fps. so in
>
> > He was right you know.. 2 fps = 2 frames per season..
>
>   If I make a simple scene with a couple of reflecting spheres and boxes
> which rotate, and render an animation at 320x240 (no aa), with the status
> stream turned off, POV-Ray for windows can render it at about 5 frames per
> second in my computer.
>   This is almost real-time. The objects really rotate in the render window
> (if I make the rotation slow enough, it doesn't even look jumpy).

Wow... in ten years, we'll be able to play raytraced Marble Madness! :)

...Chambers


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From: Slime
Subject: Re: Here's a laugh!
Date: 27 Feb 2002 11:36:34
Message: <3c7d0b12$1@news.povray.org>
Dynamic raytracing... see "heaven 7":

http://www.inf.bme.hu/~exceed/

(click link at the top of the list on the left of the page)

Of course, it uses tons of optimizations and only simple primitives, but
this shows that it's possible...

- Slime
[ http://www.slimeland.com/ ]
[ http://www.slimeland.com/images/ ]


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From: Timothy R  Cook
Subject: Re: Here's a laugh!
Date: 27 Feb 2002 13:16:57
Message: <3C7D229E.6D8C5E30@scifi-fantasy.com>
Slime wrote:
> Of course, it uses tons of optimizations and only simple primitives, but
> this shows that it's possible...

That...is cool.
-- 
Tim Cook
http://empyrean.scifi-fantasy.com

-----BEGIN GEEK CODE BLOCK-----
Version: 3.12
GFA dpu- s: a?-- C++(++++) U P? L E--- W++(+++)>$
N++ o? K- w(+) O? M-(--) V? PS+(+++) PE(--) Y(--)
PGP-(--) t* 5++>+++++ X+ R* tv+ b++(+++) DI
D++(---) G(++) e*>++ h+ !r--- !y--
------END GEEK CODE BLOCK------


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From: CJ
Subject: Re: Here's a laugh!
Date: 27 Feb 2002 13:21:03
Message: <3c7d238f$1@news.povray.org>
Yes,
but in 4 we will have pong 3d
;^P


--
Regards,
C.J. POV User
PRSG
http://hyperion.spaceports.com/~povstudy/
hou### [at] yahoocom

Ben Chambers <bdc### [at] yahoocom> wrote in message
news:3c7d03b8@news.povray.org...
>
> "Warp" <war### [at] tagpovrayorg> wrote in message
> news:3c7cfeee@news.povray.org...
> > Hugo <hua### [at] post3teledk> wrote:
> > >> > yes, but you can raytrace today on a pc with ...-2 fps. so in
> >
> > > He was right you know.. 2 fps = 2 frames per season..
> >
> >   If I make a simple scene with a couple of reflecting spheres and boxes
> > which rotate, and render an animation at 320x240 (no aa), with the
status
> > stream turned off, POV-Ray for windows can render it at about 5 frames
per
> > second in my computer.
> >   This is almost real-time. The objects really rotate in the render
window
> > (if I make the rotation slow enough, it doesn't even look jumpy).
>
> Wow... in ten years, we'll be able to play raytraced Marble Madness! :)
>
> ...Chambers
>
>
> ---
> Outgoing mail is certified Virus Free.
> Checked by AVG anti-virus system (http://www.grisoft.com).
> Version: 6.0.323 / Virus Database: 180 - Release Date: 2/8/2002
>
>


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From:
Subject: Re: Here's a laugh!
Date: 27 Feb 2002 13:27:30
Message: <g29q7u00dal4ja4u7evl3j02eamlscc5sv@4ax.com>
On Wed, 27 Feb 2002 11:33:51 -0500, "Slime" <noo### [at] hotmailcom> wrote:
> Of course, it uses tons of optimizations and only simple primitives, but
> this shows that it's possible...

It was possible at time of 386 and afaik much earlier, just OS used less
resources.

ABX


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From: Hugo
Subject: Re: Here's a laugh!
Date: 27 Feb 2002 15:54:17
Message: <3c7d4779@news.povray.org>
> *tries to imagine playing a first-person shooter with a refresh
> rate of 2 frames per season, fails, tries again...*

3d games look impressing but they are not "raytraced".. However it's
possible that these 3d engines in time will develop into raytracers, and
replace Povray and a lot of other stuff..  :o(

Hugo


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From: Ben Chambers
Subject: Re: Here's a laugh!
Date: 1 Mar 2002 22:09:14
Message: <3c80425a@news.povray.org>
"Hugo" <hua### [at] post3teledk> wrote in message
news:3c7d4779@news.povray.org...
> > *tries to imagine playing a first-person shooter with a refresh
> > rate of 2 frames per season, fails, tries again...*
>
> 3d games look impressing but they are not "raytraced".. However it's
> possible that these 3d engines in time will develop into raytracers, and
> replace Povray and a lot of other stuff..  :o(
>
> Hugo

Doubtful.  The difference in speed is just too great.  Sure, you could
raytrace an image that looks incredible, or scanline render an image with
100x the number of moving objects on screen at 4x the resolution.  We'd have
to get to the point where raytracing could operate at 60fps with hundreds of
objects to make people give up scanline rendering.

...Chambers


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From: Christopher James Huff
Subject: Re: Here's a laugh!
Date: 2 Mar 2002 08:30:44
Message: <chrishuff-A0F7F6.08304602032002@netplex.aussie.org>
In article <3c80425a@news.povray.org>,
 "Ben Chambers" <bdc### [at] yahoocom> wrote:

> Doubtful.  The difference in speed is just too great.  Sure, you could
> raytrace an image that looks incredible, or scanline render an image with
> 100x the number of moving objects on screen at 4x the resolution.  We'd have
> to get to the point where raytracing could operate at 60fps with hundreds of
> objects to make people give up scanline rendering.

I don't think it is unlikely for raytracing to be used in games 
eventually. Remember, the whole frame doesn't have to be raytraced, they 
can use it just for reflections and transparent objects. I wouldn't be 
too surprised to see a checkbox for "True Ray-Traced Reflections" 
instead of environment-mapped ones. (for big, flat reflections like 
floors, even environment maps aren't necessary, but for complex objects 
or curves...)

It won't be any time real soon though, there are too many other things 
that need to be improved. Mainly physics and more detailed environments.

-- 
Christopher James Huff <chr### [at] maccom>
POV-Ray TAG e-mail: chr### [at] tagpovrayorg
TAG web site: http://tag.povray.org/


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From: Ian Burgmyer
Subject: Re: Here's a laugh!
Date: 7 Mar 2002 00:39:06
Message: <3c86fcfa$1@news.povray.org>
"Christopher James Huff" <chr### [at] maccom> wrote in message
news:chr### [at] netplexaussieorg...
> I don't think it is unlikely for raytracing to be used in games
> eventually. Remember, the whole frame doesn't have to be raytraced, they
> can use it just for reflections and transparent objects. I wouldn't be
> too surprised to see a checkbox for "True Ray-Traced Reflections"
> instead of environment-mapped ones. (for big, flat reflections like
> floors, even environment maps aren't necessary, but for complex objects
> or curves...)

Actually, the XBox game "Project Gotham Racing" uses real reflections on the
cars, but it only updates at, say, two or three frames per second and the
resolution is rather low.

--
#macro S(M)cylinder{E(M)<A,C,5>,<B,D,5>,.1,15}#end#macro E(P)#if(div(P,16)
)#declare B=-1;#declare D=-2;#end#if(div(P,32))#declare A=1;#declare C=0;#
end#if(div(P,64))#declare B=-1;#declare D=0;#end#if(div(P,128))#declare A=
1;#declare C=2;#end#end blob{S(192)S(96)S(48)pigment{rgb 8*z}} /** Ian **/


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