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7 Aug 2024 07:13:25 EDT (-0400)
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From: Ron Parker
Subject: Re: More methods? was Re: anti-aliasing
Date: 13 Feb 2002 17:40:27
Message: <slrna6lqqu.s7q.ron.parker@fwi.com>
On Wed, 13 Feb 2002 16:53:10 -0500, Timothy R. Cook wrote:
> Ron Parker wrote:
>> Not in every case.  Some things have to be approximated, which
>> is a messy and expensive task.  Examples include the poly object
>> for higher-order polynomials, the isosurface object, and lots of
>> others.
> 
> So because it can't be done for everything, it isn't done at all.
> Gotcha.

Want it changed?  Stop bitching and start writing code.

-- 
#local R=rgb 99;#local P=R-R;#local F=pigment{gradient x}box{0,1pigment{gradient
y pigment_map{[.5F pigment_map{[.3R][.3F color_map{[.15red 99][.15P]}rotate z*45
translate x]}]#local H=pigment{gradient y color_map{[.5P][.5R]}scale 1/3}[.5F
pigment_map{[.3R][.3H][.7H][.7R]}]}}}camera{location.5-3*z}//only my opinions


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From: Timothy R  Cook
Subject: Re: More methods? was Re: anti-aliasing
Date: 13 Feb 2002 17:43:19
Message: <3C6AEBFD.4E0A0743@scifi-fantasy.com>
Christopher James Huff wrote:
> Even spheres would probably be too difficult...where's the edge
> of an unevenly scaled and rotated sphere?

What's the formula for a sphere with arbitrary xyz scale and rotation?
It exists, I'm sure...

> And then you have things like the different camera types, camera
> normals, etc, which would make it unuseable for any object...

Not unusable, just impractical and masochistic.

-- 
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: Timothy R  Cook
Subject: Re: More methods? was Re: anti-aliasing
Date: 13 Feb 2002 17:50:25
Message: <3C6AEDA7.FAE8DA49@scifi-fantasy.com>
Ron Parker wrote:
> Want it changed?  Stop bitching and start writing code.

So the only way to get anything done in the world is to do it
yourself, even if other people have more aptitude with what you
want changed?  I was just tossing out a suggestion, asking if
x could be done.  A response was given to the effect that
since it doesn't apply to every case (or even most cases)
that it wouldn't be done, implying that it COULD be done.

As far as writing code myself, I can't even figure out how
to ...oh wait, nevermind, just had an epiphany, raytracing-wise.
I could write a raytracer, but it'd output an ASCII-art
image O.o (since I don't know how to do graphics in C)

-- 
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: Rune
Subject: Re: More methods? was Re: anti-aliasing
Date: 13 Feb 2002 18:12:42
Message: <3c6af2ea@news.povray.org>
"Timothy R. Cook" wrote:
> Ron Parker wrote:
> > Want it changed?  Stop bitching and start writing code.
>
> So the only way to get anything done in the world is to
> do it yourself, even if other people have more aptitude
> with what you want changed?

Precisely.

Unless it's something extremely simple, like, say, changing the way transmit
works outside of the 0 to 1 range to a more logical behavior. It only took
me a couple of years where i repeatedly raised this issue over and over
again before it was implemeted.

Rune
--
3D images and anims, include files, tutorials and more:
Rune's World:    http://rsj.mobilixnet.dk (updated Jan 20)
POV-Ray Users:   http://rsj.mobilixnet.dk/povrayusers/
POV-Ray Webring: http://webring.povray.co.uk


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From: Timothy R  Cook
Subject: Re: More methods? was Re: anti-aliasing
Date: 13 Feb 2002 18:22:29
Message: <3C6AF52E.61011A6C@scifi-fantasy.com>
Rune wrote:
> Unless it's something extremely simple, like, say, changing the
> way transmit works outside of the 0 to 1 range to a more logical
> behavior.

How exactly DOES transmit work, anyways?  Amount of light able
to pass through the object?  0 being none, 1 being all...more
than 1 being...the object adds light to that passing through it?
That would be cool.  If that's how it works, I wanna try that
out!

-- 
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: Ron Parker
Subject: Re: More methods? was Re: anti-aliasing
Date: 13 Feb 2002 19:05:12
Message: <slrna6lvpr.sqq.ron.parker@fwi.com>
On Wed, 13 Feb 2002 18:22:22 -0500, Timothy R. Cook wrote:
> Rune wrote:
>> Unless it's something extremely simple, like, say, changing the
>> way transmit works outside of the 0 to 1 range to a more logical
>> behavior.
> 
> How exactly DOES transmit work, anyways?  Amount of light able
> to pass through the object?  0 being none, 1 being all...more
> than 1 being...the object adds light to that passing through it?
> That would be cool.  If that's how it works, I wanna try that
> out!

Ahh, but you need to think even further outside the box: what does a
negative transmit do?

--
#macro R(L P)sphere{L __}cylinder{L P __}#end#macro P(_1)union{R(z+_ z)R(-z _-z)
R(_-z*3_+z)torus{1__ clipped_by{plane{_ 0}}}translate z+_1}#end#macro S(_)9-(_1-
_)*(_1-_)#end#macro Z(_1 _ __)union{P(_)P(-_)R(y-z-1_)translate.1*_1-y*8pigment{
rgb<S(7)S(5)S(3)>}}#if(_1)Z(_1-__,_,__)#end#end Z(10x*-2,.2)camera{rotate x*90}


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From: Christopher James Huff
Subject: Re: More methods? was Re: anti-aliasing
Date: 13 Feb 2002 19:08:10
Message: <chrishuff-7BAD16.19075613022002@netplex.aussie.org>
In article <3c6af2ea@news.povray.org>,
 "Rune" <run### [at] mobilixnetdk> wrote:

> Unless it's something extremely simple, like, say, changing the way transmit
> works outside of the 0 to 1 range to a more logical behavior. It only took
> me a couple of years where i repeatedly raised this issue over and over
> again before it was implemeted.

Demand is a factor, of course...there are maybe 3 people who use 
transmit outside the [0, 1] range. ;-)
Most users and programmers were just more interested in things like the 
new patterns and isosurfaces.

However, not only is there little demand for this feature, it would be 
extremely difficult to implement (essentially a different rendering 
method, somewhat similar to scanline in that it is world-to-screen 
instead of screen-to-world) and would only very rarely be of any actual 
use, if it is useful at all (it could easily be just too slow). There 
are better things to spend time on.
And remember, the people who are working on POV are doing so in their 
free time, and are not being payed to do it.

-- 
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: Christopher James Huff
Subject: Re: More methods? was Re: anti-aliasing
Date: 13 Feb 2002 19:18:04
Message: <chrishuff-F55042.19175213022002@netplex.aussie.org>
In article <3C6AEBFD.4E0A0743@scifi-fantasy.com>,
 "Timothy R. Cook" <tim### [at] scifi-fantasycom> wrote:

> What's the formula for a sphere with arbitrary xyz scale and rotation?
> It exists, I'm sure...

And now you have to project it, with perspective, onto a plane, which 
can also have any transformations applied. The result: a scene with a 
single untextured sphere would probably take longer to render then the 
most complex scene today, just so you could antialias the edges of the 
sphere without taking samples.


> Not unusable, just impractical and masochistic.

Often impossible. For some things, there just isn't a solution, sampling 
is the only way.
The closest you could get would probably be to use a scanline renderer 
for the first stage. You would be limited to what you can render with 
scanlining, though, which usually means you have to reduce your shapes 
to triangles.

-- 
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: Warp
Subject: Re: More methods? was Re: anti-aliasing
Date: 13 Feb 2002 20:00:16
Message: <3c6b0c20@news.povray.org>
Timothy R. Cook <tim### [at] scifi-fantasycom> wrote:
: So the only way to get anything done in the world is to do it
: yourself

  Welcome to the real world. ;)

-- 
#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: Timothy R  Cook
Subject: Re: More methods? was Re: anti-aliasing
Date: 13 Feb 2002 21:13:15
Message: <3C6B1D35.98171F27@scifi-fantasy.com>
Christopher James Huff wrote:
> And now you have to project it, with perspective, onto a plane,

Oops, forgot perspective.  NEVERMIND!

-- 
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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