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Hugo <hua### [at] post3 tele dk> 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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"Warp" <war### [at] tag povray org> wrote in message
news:3c7cfeee@news.povray.org...
> Hugo <hua### [at] post3 tele dk> 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).
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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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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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Yes,
but in 4 we will have pong 3d
;^P
--
Regards,
C.J. POV User
PRSG
http://hyperion.spaceports.com/~povstudy/
hou### [at] yahoo com
Ben Chambers <bdc### [at] yahoo com> wrote in message
news:3c7d03b8@news.povray.org...
>
> "Warp" <war### [at] tag povray org> wrote in message
> news:3c7cfeee@news.povray.org...
> > Hugo <hua### [at] post3 tele dk> 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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On Wed, 27 Feb 2002 11:33:51 -0500, "Slime" <noo### [at] hotmail com> 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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> *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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"Hugo" <hua### [at] post3 tele dk> 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
---
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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In article <3c80425a@news.povray.org>,
"Ben Chambers" <bdc### [at] yahoo com> 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] mac com>
POV-Ray TAG e-mail: chr### [at] tag povray org
TAG web site: http://tag.povray.org/
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"Christopher James Huff" <chr### [at] mac com> wrote in message
news:chr### [at] netplex aussie org...
> 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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