POV-Ray : Newsgroups : povray.general : Beta 24 available for Windows Server Time
27 Nov 2024 22:39:14 EST (-0500)
  Beta 24 available for Windows (Message 1 to 1 of 1)  
From: Chris Cason
Subject: Beta 24 available for Windows
Date: 28 Dec 2007 14:51:24
Message: <477553bc@news.povray.org>
Beta 24 is now available for Windows, with Linux to follow shortly.

Goodies new to this beta include multi-threaded photon shooting, full area
light diffuse and specular illumination, support for reading the pixel
resolution of an image map, and a new cubic pattern and warp.

See http://www.povray.org/beta/ for the full release notes and download.

-- Chris


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From: Nicolas Alvarez
Subject: Re: Beta 24 available for Windows
Date: 28 Dec 2007 14:57:13
Message: <47755519@news.povray.org>

> Goodies new to this beta include multi-threaded photon shooting

What a great timing you have. Last night I spent half an hour shooting 
photons (and I had to abort the render because it was shooting more 
photons than my RAM allowed).


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From: stbenge
Subject: Re: Beta 24 available for Windows
Date: 28 Dec 2007 19:24:37
Message: <477593c5$1@news.povray.org>
Chris Cason wrote:
> Beta 24 is now available for Windows, with Linux to follow shortly.
> 
> Goodies new to this beta include multi-threaded photon shooting, full area
> light diffuse and specular illumination, support for reading the pixel
> resolution of an image map, and a new cubic pattern and warp.
> 
> See http://www.povray.org/beta/ for the full release notes and download.
> 
> -- Chris

Oh, happy day :) Thank you guys!

Sam


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From: C  Cappai
Subject: Re: Beta 24 available for Windows
Date: 29 Dec 2007 04:50:00
Message: <web.477617669cc9ff65c1dab82c0@news.povray.org>
stbenge <stb### [at] hotmailcom> wrote:
> Chris Cason wrote:
> > Beta 24 is now available for Windows, with Linux to follow shortly.
> >
> > Goodies new to this beta include multi-threaded photon shooting, full area
> > light diffuse and specular illumination, support for reading the pixel
> > resolution of an image map, and a new cubic pattern and warp.
> >
> > See http://www.povray.org/beta/ for the full release notes and download.
> >
> > -- Chris
>
> Oh, happy day :) Thank you guys!
>
> Sam

Wow!
Full area light!

Grazie!


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From: Warp
Subject: Re: Beta 24 available for Windows
Date: 29 Dec 2007 07:30:40
Message: <47763df0@news.povray.org>
C. Cappai <nomail@nomail> wrote:
> Full area light!

  Perhaps "full" was not a wise choice of word, as it can be slightly
misleading. My original intention was for it to mean "everything
related to rendering the effects of light sources, that is, shadows and
diffuse/specular lighting, can now take into account the area light
parameters". (Previously only shadows took into account area light
settings.)

  I understand now that someone could perhaps mistakenly think that
"full" means area lights are now simulated as true area lights, ie.
lights with a non-zero surface area, instead of an (optimized) grid
of point lights.

  That's of course not the case. Area lights are still a grid of point
lights, which are (smartly) sampled. The difference is that the sampling
can now be turned on for diffuse/specular lighting too. This means that
the Size_1 and Size_2 still determine the quality (and rendering speed)
of the result. You can still get the same artifacts (and now with the
illumination too) if you specify parameters which are too low.

  (I don't mean to say that I think you misunderstood this. I just wanted
to post a note about this, and this felt like a good place to do it.)

  Note that 'adaptive' has no effect on the illumination, only in the
shadows, as previously. This is because there's no easy way to adaptively
sample the illumination, as it is with shadowing. 'adaptive' should,
naturally, still be used for faster rendering because it still speeds
up shadow calculations a lot.

  Basically the end result, when using area_illumination, should be
almost exactly the same as when using a true grid of point lights,
except that it should render considerably faster. (This is because
shadow tests will be much faster.)

  IIRC the 'area_illumination' keyword was suggested by Gilles, and it's
IMO a superb keyword, as it's much more unambiguous than anything containing
the word "full" in it.

-- 
                                                          - Warp


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From: C  Cappai
Subject: Re: Beta 24 available for Windows
Date: 29 Dec 2007 08:15:01
Message: <web.4776483c9cc9ff65c1dab82c0@news.povray.org>
Warp <war### [at] tagpovrayorg> wrote:
> C. Cappai <nomail@nomail> wrote:
> > Full area light!
>
>   Perhaps "full" was not a wise choice of word, as it can be slightly
> misleading. My original intention was for it to mean "everything
> related to rendering the effects of light sources, that is, shadows and
> diffuse/specular lighting, can now take into account the area light
> parameters". (Previously only shadows took into account area light
> settings.)
>
>   I understand now that someone could perhaps mistakenly think that
> "full" means area lights are now simulated as true area lights, ie.
> lights with a non-zero surface area, instead of an (optimized) grid
> of point lights.
>
>   That's of course not the case. Area lights are still a grid of point
> lights, which are (smartly) sampled. The difference is that the sampling
> can now be turned on for diffuse/specular lighting too. This means that
> the Size_1 and Size_2 still determine the quality (and rendering speed)
> of the result. You can still get the same artifacts (and now with the
> illumination too) if you specify parameters which are too low.
>
>   (I don't mean to say that I think you misunderstood this. I just wanted
> to post a note about this, and this felt like a good place to do it.)
>
>   Note that 'adaptive' has no effect on the illumination, only in the
> shadows, as previously. This is because there's no easy way to adaptively
> sample the illumination, as it is with shadowing. 'adaptive' should,
> naturally, still be used for faster rendering because it still speeds
> up shadow calculations a lot.
>
>   Basically the end result, when using area_illumination, should be
> almost exactly the same as when using a true grid of point lights,
> except that it should render considerably faster. (This is because
> shadow tests will be much faster.)
>
>   IIRC the 'area_illumination' keyword was suggested by Gilles, and it's
> IMO a superb keyword, as it's much more unambiguous than anything containing
> the word "full" in it.
>
> --
>                                                           - Warp

Explanation extremely useful.

Thanks for your work, Warp.


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From: nemesis
Subject: Re: Beta 24 available for Windows
Date: 29 Dec 2007 10:00:00
Message: <web.47765fd59cc9ff658c382b80@news.povray.org>
Nicolas Alvarez <nic### [at] gmailisthebestcom> wrote:

> > Goodies new to this beta include multi-threaded photon shooting
>
> What a great timing you have. Last night I spent half an hour shooting
> photons (and I had to abort the render because it was shooting more
> photons than my RAM allowed).

huh, will multithreading help you with the RAM thing?


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From: Nicolas Alvarez
Subject: Re: Beta 24 available for Windows
Date: 29 Dec 2007 11:06:40
Message: <47767090@news.povray.org>

> Nicolas Alvarez <nic### [at] gmailisthebestcom> wrote:

>>> Goodies new to this beta include multi-threaded photon shooting
>> What a great timing you have. Last night I spent half an hour shooting
>> photons (and I had to abort the render because it was shooting more
>> photons than my RAM allowed).
> 
> huh, will multithreading help you with the RAM thing?

No, it would have helped me notice twice as fast that I had too many 
photons for my RAM :)


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From: Alain
Subject: Re: Beta 24 available for Windows
Date: 29 Dec 2007 11:09:10
Message: <47767126@news.povray.org>
nemesis nous apporta ses lumieres en ce 2007/12/29 09:55:
> Nicolas Alvarez <nic### [at] gmailisthebestcom> wrote:
>> Chris Cason escribió:
>>> Goodies new to this beta include multi-threaded photon shooting
>> What a great timing you have. Last night I spent half an hour shooting
>> photons (and I had to abort the render because it was shooting more
>> photons than my RAM allowed).
> 
> huh, will multithreading help you with the RAM thing?
> 
> 
> 
It wont help, but you'll reatch the saturation point faster. So, it will only 
take a little over 15 minutes instead of 30 befor aborting.

-- 
Alain
-------------------------------------------------
To compel a man to furnish funds for the propagation of ideas he disbelieves
and abhors is sinful and tyrannical.
Thomas Jefferson


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From: Warp
Subject: Re: Beta 24 available for Windows
Date: 29 Dec 2007 11:14:58
Message: <47767282@news.povray.org>
Alain <ele### [at] netscapenet> wrote:
> It wont help, but you'll reatch the saturation point faster. So, it will only 
> take a little over 15 minutes instead of 30 befor aborting.

  I have never thought about multiple processors in that way: It makes
it faster to realize that it cannot be done. :P

-- 
                                                          - Warp


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