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[Andrea Ryan <ary### [at] global2000 net>]
| One that interested me was the paper on cellular textures.
This one?
http://citeseer.nj.nec.com/fleischer95cellular.html
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Tony[B] <ben### [at] catholic org> wrote:
: Blurred reflections and transparency:- see MegaPOV and Chris Huff's work
If I have understood it correctly, I think that the idea behind the decision
that they were not included in 3.5 is that they are too specific. By this
I mean that the goal for pov4 is to create some generic way of defining
surface properties which allows, among other things, to create blurred
reflection/refraction effects defined by the user. That is, you don't tell
povray to use blurred reflection with a keyword, but instead there's a more
generic way of doing it so that the end result is the same (but you can also
make much more with it).
: Non-linear transformations
: displacement-mapping:- http://graphics.stanford.edu/papers/displace/
I suppose these would require tesselation.
: Efficient Rendering of Scenes with Many Objects (Like Plants):-
What would be more efficient than using meshes?
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#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
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7382340,3358,3900569407,970,4254934330},0)}// - Warp -
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Warp wrote:
> : Efficient Rendering of Scenes with Many Objects (Like Plants):-
>
> What would be more efficient than using meshes?
Meshes do have thier limitations. If I create something in POV-Ray
using primitve objects and CSG, then want to make several copies
of them, I would like them to be resource friendly. Meshes have
the problem that to get high detail they also require high triangle
counts. Even with the mesh optimizations you are still working
with extremely large file sizes. A three triangle blade of grass
is effiecent but a 3 million triangle mesh is boarders on
ridiculous.
--
Ken Tyler
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Ken <tyl### [at] pacbell net> wrote:
: A three triangle blade of grass
: is effiecent but a 3 million triangle mesh is boarders on
: ridiculous.
Then you should use bicubic patches in order to create the triangles
on the fly... :)
--
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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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> If I have understood it correctly, I think that the idea behind the
decision
> that they were not included in 3.5 is that they are too specific. By this
> I mean that the goal for pov4 is to create some generic way of defining
> surface properties which allows, among other things, to create blurred
> reflection/refraction effects defined by the user.
Interesting. I have no idea how that can be, but if they do, so be it.
> I suppose these would require tesselation.
Hence the reason I include it after tesselation in the list. :)
> What would be more efficient than using meshes?
The paper discusses optimization algorithms to reduce triangle counts /
memory consumption for large meshes, I think. At least that's what skimming
it very quickly revealed to me. :)
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I found out about cellular textures in a pdf file I found in a different
place. I forget where I got it.
Cellular Texture Generation
Kurt W. Fleischer
David H. Laidlaw
Bena L. Currin
Alan H. Barr
California Institute of Technology
Pasadena, CA 91125
Brendan (no, I didn't write any of the paper :-)
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Here's links to stuff that could be on our wish lists. I found the
paper on cellular texturing by following links on these pages.
Brendan
http://graphics.Stanford.EDU/~henrik/
http://www.cs.cmu.edu/~ph/
http://astronomy.swin.edu.au/pbourke/
(no wish list stuff, but lots of povray stuff such as renderings of
Mars)
Brendan
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"Simon de Vet" <sde### [at] istar ca> wrote in message
news:Xns### [at] 204 213 191 226...
> I was looking online for some good weathering references, and stumbled
> across something even more exciting - subsurface scattering.
>
> Subsurface scattering takes into account that many materials are slightly
> translucent. Marble allows some light to pass a very short distance, as
> does milk. Light hitting skin is not immediately reflected, but will
> penetrate a few layers, diffuse, and then travel towards the viewer. The
> examples I've seen are incredible. Such a small effect makes images
> massively more realistic.
>
I haven't taken a look yet, but it sounds like scattering media to me...
- Nekar
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["Nekar Xenos" <j-p### [at] citywalk co za>]
| I haven't taken a look yet, but it sounds like scattering media to me...
You should take a look. You can't fake this using ordinary surfaces with
media beneath.
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I'd like to see support for Mandelbrot and other complex and recursive functions
in isosurfaces.
- Nekar
"Tony[B]" <ben### [at] catholic org> wrote in message
news:3b9069ed@news.povray.org...
> This has been advertised on this server many times before. Fascinating stuff
> that I hope will someday make it into 4.0... BTW, I have created a wish list
> of stuff I'd like in 4.0 - I'll append an editted-down version of it here.
>
> BSSRDF:-
> http://graphics.stanford.edu/papers/bssrdf/
> http://graphics.stanford.edu/papers/scatteringeqns/
> http://graphics.lcs.mit.edu/~dorsey/papers/stone/
> Blinn Shading:- see MegaPOV
> Support for RenderMan Shaders:- see POV-Man
> Blurred reflections and transparency:- see MegaPOV and Chris Huff's work
> Weathered Textures:-
> http://www.sciam.com/2000/0200issue/0200dorsey.html
> http://graphics.lcs.mit.edu/~dorsey/weathering/
> http://graphics.lcs.mit.edu/~dorsey/papers/patina
> http://graphics.lcs.mit.edu/~dorsey/papers/wet_materials
> http://graphics.lcs.mit.edu/~dorsey/papers/flow/
> Smoke Simulation:- http://graphics.stanford.edu/papers/smoke/
> Liquids Simulation:- http://graphics.stanford.edu/papers/water/water.pdf
> Cloth Simulation:- a generalized solution should be developed from the work
> done so far
> Tesselation:- see Warp's patch
> Subdivision Surfaces:- see VanSickle's work, and how to hard-code it
> Non-linear transformations
> Mesh-->Patch conversion:-
> http://graphics.stanford.edu/papers/surfacefitting/
> displacement-mapping:- http://graphics.stanford.edu/papers/displace/
> NURBS
> Motion-blur:- see MegaPOV
> Post-processing:- teach POV to output extra data to be fed to a helper
> utility
> New focal blur solutions:- http://www.flarg.com/bokeh.html
> Better (?) radiosity:-
> http://graphics.stanford.edu/papers/veach_thesis/
> http://graphics.stanford.edu/papers/metro/
> Efficient Rendering of Scenes with Many Objects (Like Plants):-
> http://graphics.stanford.edu/papers/ecosys/
> http://graphics.stanford.edu/papers/coherentrt/
> Simple Bones / Inverse-Kinematics System
>
>
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