POV-Ray : Newsgroups : povray.general : NOT Realtime Raytracing ... Server Time
6 Aug 2024 17:02:08 EDT (-0400)
  NOT Realtime Raytracing ... (Message 1 to 6 of 6)  
From: Jan Walzer
Subject: NOT Realtime Raytracing ...
Date: 11 Mar 2002 17:24:49
Message: <3c8d2eb1@news.povray.org>
... but Realtime Radiosity ....

http://www.pouet.net/prod.php?which=894


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From: Jan Walzer
Subject: Re: NOT Realtime Raytracing ...
Date: 14 Mar 2002 03:33:38
Message: <3c906062@news.povray.org>
> ... but Realtime Radiosity ....
>
> http://www.pouet.net/prod.php?which=894

... hmmm ..

... I even thought, someone would be interested in it .... ;(


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From: Dave Dunn
Subject: Re: NOT Realtime Raytracing ...
Date: 14 Mar 2002 07:48:44
Message: <3C909BF9.EE93B6FE@aol.com>
Jan Walzer wrote:

> >... I even thought, someone would be interested in it .... ;(

Well, this shouldn't surprise you too much, considering that few of the
people criticizing lray (realtime raytracer) appear to have bothered to
download and try it out. The framerates are astounding (people have
reported up to 30fps), much higher than the 8 or 9 reported for the 3.5
easter egg. As for the Pouet application, I found the cut scenes between
the demos annoying, and the radiosity murky. I am still not convinced
that those were not just animations, but if it was true realtime
radiosity, it may be the start of something.


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From: Martin Magnusson
Subject: Re: NOT Realtime Raytracing ...
Date: 14 Mar 2002 08:15:20
Message: <3c90a268@news.povray.org>
Pretty darn cool.

Btw, what kind of frame rates are you getting? My PII-400 is doing about 4-5
fps.

/ Martin


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From: Jan Walzer
Subject: Re: NOT Realtime Raytracing ...
Date: 14 Mar 2002 15:15:57
Message: <3c9104fd@news.povray.org>
haven't counted them ... were to fast ... *g

Athlon 1.3GHz


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From: Warp
Subject: Re: NOT Realtime Raytracing ...
Date: 14 Mar 2002 17:23:04
Message: <3c9122c8@news.povray.org>
That looked a lot like 1-bounce radiosity, which is pretty much nothing
fancy. It's nothing you couldn't do a lot better-looking with a regular
phong shading model and a proper shadow calculation algorithm.
  If light would have actually *bounced* between surfaces, that would have
been impressive.

-- 
#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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