POV-Ray : Newsgroups : povray.general : Fast poligonal solids? Server Time
8 Aug 2024 04:04:56 EDT (-0400)
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From: Rich
Subject: Re: Fast poligonal solids?
Date: 4 May 2001 19:24:28
Message: <Xns9097B1157C8E4spammindspringcom@204.213.191.228>
Warp <war### [at] tagpovrayorg> wrote in <3af29a80@news.povray.org>:

>   Don't yet discard triangle meshes completely. With them that same
>   scene 
> will probably render in 10 minutes or something like that...

  I would love to try it, if for nothing else but to compare the render 
times.  But I'm afriad the math required to build the mesh is beyond me.  
Do you have a dodecahedron mesh model I can try in my scene?

-- 
Rich Allen
(Remove SPAM from my address to reply by e-mail)


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From: Warp
Subject: Re: Fast poligonal solids?
Date: 5 May 2001 06:35:23
Message: <3af3d76a@news.povray.org>
Bjorn Jonsson <bjj### [at] zzzmmediais> wrote:
: Is the parse time not 
: included in the 1 minute time ?

  You are right, I didn't include the parsing time.

  And yes, I used copies of a smaller mesh (about 100000 triangles).
  The idea was that if you use polyhedra, you'll have a mesh and many
copies of it anyways...

-- 
#macro N(D,I)#if(I<6)cylinder{M()#local D[I]=div(D[I],104);M().5,2pigment{
rgb M()}}N(D,(D[I]>99?I:I+1))#end#end#macro M()<mod(D[I],13)-6,mod(div(D[I
],13),8)-3,10>#end blob{N(array[6]{11117333955,
7382340,3358,3900569407,970,4254934330},0)}//                     - Warp -


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From: Warp
Subject: Re: Fast poligonal solids?
Date: 5 May 2001 07:29:15
Message: <3af3e40b@news.povray.org>
Rich <SrP### [at] ricoswebcom> wrote:
: Do you have a dodecahedron mesh model I can try in my scene?

  Here is a unit-sized dodecahedron mesh definition ("unit-sized" meaning
that it fits inside a sphere of radius 1).
  The vertex coordinates were taken from this interesting page:
http://www.rwgrayprojects.com/rbfnotes/polyhed/polycoor.html

--------8<--------8<--------8<--------8<--------8<--------8<--------8<--------
#local p = (1+sqrt(5))/2; // the Golden ratio
#local p2 = pow(p,2);
#local p3 = pow(p,3);

#local Vert = array[20]
{ <0,p,p3>, <0,-p,p3>, <p2,p2,p2>, <-p2,p2,p2>,
  <-p2,-p2,p2>, <p2,-p2,p2>, <p3,0,p>, <-p3,0,p>,
  <p,p3,0>, <-p,p3,0>, <-p,-p3,0>, <p,-p3,0>,
  <p3,0,-p>, <-p3,0,-p>, <p2, p2, -p2>, <-p2,p2,-p2>,
  <-p2,-p2,-p2>, <p2,-p2,-p2>, <0,p,-p3>, <0,-p,-p3>
}
#local TInd = array[36]
{ <0,1,3><1,3,7><1,7,4><0,2,8><0,8,9><0,9,3>
  <2,6,12><2,12,14><2,14,8><3,7,13><3,13,15><3,15,9>
  <0,1,5><0,5,6><0,6,2><1,5,11><1,11,10><1,10,4>
  <7,13,16><7,16,10><7,10,4><9,8,14><9,14,18><9,18,15>
  <5,6,12><5,12,17><5,17,11><12,14,18><12,18,19><12,19,17>
  <10,11,17><10,17,19><10,19,16><13,15,18><13,18,19><13,19,16>
}

#version Unofficial MegaPov 0.6;
#declare DodecahedronMesh =
  mesh
  { #local Len = vlength(Vert[0]);
    #local I = 0;
    #while(I < 36)
      triangle{Vert[TInd[I].x]/Len, Vert[TInd[I].y]/Len, Vert[TInd[I].z]/Len}
      #local I = I+1;
    #end
    inside_vector y
  }
--------8<--------8<--------8<--------8<--------8<--------8<--------8<--------


-- 
#macro N(D,I)#if(I<6)cylinder{M()#local D[I]=div(D[I],104);M().5,2pigment{
rgb M()}}N(D,(D[I]>99?I:I+1))#end#end#macro M()<mod(D[I],13)-6,mod(div(D[I
],13),8)-3,10>#end blob{N(array[6]{11117333955,
7382340,3358,3900569407,970,4254934330},0)}//                     - Warp -


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From: Rich
Subject: Re: Fast poligonal solids?
Date: 5 May 2001 12:42:19
Message: <Xns90986CE7C5D5Espammindspringcom@204.213.191.228>
Warp <war### [at] tagpovrayorg> wrote in <3af3e40b@news.povray.org>:
 
>   Here is a unit-sized dodecahedron mesh definition ("unit-sized"
<snip>
>   The vertex coordinates were taken from this interesting page:
> http://www.rwgrayprojects.com/rbfnotes/polyhed/polycoor.html

Thanks for that URL, very interesting!  I've copied parts of it to my hard 
drive for later study.

Unfortunately, the mesh didn't do much better than the bounded plane 
intersection dodecahedrons.  When plugged into my GlassSpheres scene, the 
mesh dodecs rendered in 1h3m, spheres were 1h2m, and the bounded dodecs 
were 1h13m.  Considering the fact that the bounded plane intersection 
versions are CSG-able, I can live with the slightly longer render times.

Thanks again for everyone's help!

-- 
Rich Allen
(Remove SPAM from my address to reply by e-mail)


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From: Warp
Subject: Re: Fast poligonal solids?
Date: 6 May 2001 18:42:57
Message: <3af5d371@news.povray.org>
Rich <SrP### [at] ricoswebcom> wrote:
: Considering the fact that the bounded plane intersection 
: versions are CSG-able

  The mesh is as well. If you look closely you will see a 'inside_vector'
in it.

  Could you post a small example showing these speed differences?

-- 
#macro N(D,I)#if(I<6)cylinder{M()#local D[I]=div(D[I],104);M().5,2pigment{
rgb M()}}N(D,(D[I]>99?I:I+1))#end#end#macro M()<mod(D[I],13)-6,mod(div(D[I
],13),8)-3,10>#end blob{N(array[6]{11117333955,
7382340,3358,3900569407,970,4254934330},0)}//                     - Warp -


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From: Rich
Subject: Re: Fast poligonal solids?
Date: 6 May 2001 22:53:19
Message: <Xns9099D47F32157spammindspringcom@204.213.191.228>
Warp <war### [at] tagpovrayorg> wrote in <3af5d371@news.povray.org>:

> Rich <SrP### [at] ricoswebcom> wrote:
>: Considering the fact that the bounded plane intersection 
>: versions are CSG-able
> 
>   The mesh is as well. If you look closely you will see a 'inside_vector'
> in it.
> 
>   Could you post a small example showing these speed differences?
> 

I posted the source to my GlassSpheres image last week; that's the scene 
I've been using to test other shapes as well.  I've made some changes to 
that code, allowing the polyhedra to be scaled, rather than having a sphere 
created at the correct size, but other than that the code is the same.

-- 
Rich Allen
(Remove SPAM from my address to reply by e-mail)


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