POV-Ray : Newsgroups : povray.general : When POVRay 3.5 Server Time
8 Aug 2024 18:11:50 EDT (-0400)
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From: J-Print News
Subject: Re: When POVRay 3.5
Date: 17 Jan 2001 04:05:30
Message: <3a65605a@news.povray.org>
> > Modellers are all good and fun, but they'll never be able to do things
> like
> > isosurface...

Doesn't Rhino3d use iso surfaces? I know it uses mathematical functions to
model surfaces. If not, what s the difference. What's the difference between
nurbs and iso surfaces?

Nekar


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From: Lance Birch
Subject: Re: When POVRay 3.5
Date: 17 Jan 2001 04:50:34
Message: <3a656aea@news.povray.org>
> Modellers are all good and fun, but they'll never be able to do things
like
> isosurface...

With a small plugin, MAX does, which proves "they'll never be able to do
things like isosurface..." wrong.

--
Lance.

http://come.to/the.zone


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From: Vahur Krouverk
Subject: Re: When POVRay 3.5
Date: 17 Jan 2001 05:20:16
Message: <3A657293.3D3FBE7F@aetec.ee>
J-Print News wrote:
> 
> Doesn't Rhino3d use iso surfaces? I know it uses mathematical functions to
> model surfaces. If not, what s the difference. What's the difference between
> nurbs and iso surfaces?
> 
Rhino uses NURBS (non-uniform rational B-spline) surfaces. NURBS are
parametric surfaces, where surface is described by 2 additional
parametric values u and v. To put it bluntly, for NURBS surface there is
3 equations:
x = fx(u,v)
y = fy(u,v)
z = fz(u,v)
You run u and v values over given range (quite often it is from 0-1) and
calculate points (x,y,z) on surface.


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From: David Fontaine
Subject: Re: When POVRay 3.5
Date: 17 Jan 2001 19:12:40
Message: <3A6633BC.C00F0ACA@faricy.net>
Lance Birch wrote:

> With a small plugin, MAX does, which proves "they'll never be able to do
> things like isosurface..." wrong.

noooooooo ;)
isosurface in a (near) real-time GUI modeller? with any function you want?
wow

--
David Fontaine  <dav### [at] faricynet>  ICQ 55354965
My raytracing gallery:  http://davidf.faricy.net/


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From: Thorsten Froehlich
Subject: Re: When POVRay 3.5
Date: 18 Jan 2001 13:56:52
Message: <3a673c74$1@news.povray.org>
In article <3A6633BC.C00F0ACA@faricy.net> , David Fontaine 
<dav### [at] faricynet>  wrote:

> isosurface in a (near) real-time GUI modeller? with any function you want?

Isosurfaces in MegaPOV are very slow.  There are ways to calculate them with
the same/better precision but more than ten times faster...


    Thorsten


____________________________________________________
Thorsten Froehlich, Duisburg, Germany
e-mail: tho### [at] trfde

Visit POV-Ray on the web: http://mac.povray.org


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From: Christoph Hormann
Subject: Re: When POVRay 3.5
Date: 18 Jan 2001 14:25:55
Message: <3A674342.4456E4CD@gmx.de>
Thorsten Froehlich wrote:
> 
> Isosurfaces in MegaPOV are very slow.  There are ways to calculate them with
> the same/better precision but more than ten times faster...
> 

Do i hear some plans for improvements, or is it just my hope for
accelerating those endless isosurface renders?

Christoph

-- 
Christoph Hormann <chr### [at] gmxde>
IsoWood include, radiosity tutorial, TransSkin and other 
things on: http://www.schunter.etc.tu-bs.de/~chris/


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From: Ron Parker
Subject: Re: When POVRay 3.5
Date: 18 Jan 2001 14:26:56
Message: <slrn96egs2.hr0.ron.parker@fwi.com>
On Thu, 18 Jan 2001 20:25:54 +0100, Christoph Hormann wrote:
>
>
>Thorsten Froehlich wrote:
>> 
>> Isosurfaces in MegaPOV are very slow.  There are ways to calculate them with
>> the same/better precision but more than ten times faster...
>> 
>
>Do i hear some plans for improvements, or is it just my hope for
>accelerating those endless isosurface renders?

Yes, you either hear plans for improvements or it's your hope for 
accelerating those endless isosurface renders.  Or both.

-- 
Ron Parker   http://www2.fwi.com/~parkerr/traces.html
My opinions.  Mine.  Not anyone else's.


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From: Christoph Hormann
Subject: Re: When POVRay 3.5
Date: 18 Jan 2001 14:31:00
Message: <3A674473.CEA944BF@gmx.de>
Ron Parker wrote:
> 
> 
> Yes, you either hear plans for improvements or it's your hope for
> accelerating those endless isosurface renders.  Or both.
> 

Thanks for that unambiguous answer. ;-)

Christoph

-- 
Christoph Hormann <chr### [at] gmxde>
IsoWood include, radiosity tutorial, TransSkin and other 
things on: http://www.schunter.etc.tu-bs.de/~chris/


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From: Chris Huff
Subject: Re: When POVRay 3.5
Date: 19 Jan 2001 21:07:41
Message: <chrishuff-A11C99.21084719012001@news.povray.org>
In article <3a673c74$1@news.povray.org>, "Thorsten Froehlich" 
<tho### [at] trfde> wrote:

> Isosurfaces in MegaPOV are very slow.  There are ways to calculate 
> them with the same/better precision but more than ten times faster...

Are you talking about tesselating them first, and rendering the mesh? 
(As is done with modellers...)
Or something else? A specific flaw in the algorithm used in the 
isosurface patch?

-- 
Christopher James Huff
Personal: chr### [at] maccom, http://homepage.mac.com/chrishuff/
TAG: chr### [at] tagpovrayorg, http://tag.povray.org/

<><


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From: Thorsten Froehlich
Subject: Re: When POVRay 3.5
Date: 20 Jan 2001 20:25:19
Message: <3a6a3a7f$1@news.povray.org>
In article <chrishuff-A11C99.21084719012001@news.povray.org> , Chris Huff 
<chr### [at] maccom>  wrote:

> Are you talking about tesselating them first, and rendering the mesh?
> (As is done with modellers...)
> Or something else? A specific flaw in the algorithm used in the
> isosurface patch?

Lets wait a few weeks with this :-)


    Thorsten


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