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scott <sco### [at] laptopcom> wrote:
> Write it in OpenGL or DirectX. A modern machine should be able to draw
> 10000 spheres in real-time (ie at least 30fps), with per-pixel specular and
> diffuse lighting.
Are you sure about that?
How many triangles do you need to make a triangle mesh to look even
remotely as a sphere? Multiply that by 10000.
--
- Warp
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"Rahul" wrote in message
<web.47dd807ac23a6d959eba08c0@news.povray.org>:
> My scene is basically nothing more than a large number of spheres(of different
> sizes and colors) Povray works great for me for rendering an excellent high
> quality final output.
>
> Unfortunately there are parts in my development cycle where I need a faster
> render. Low quality acceptable. Are there any options people would recommend?
Do your sphere intersect?
If they do not, handling the hidden surfaces is pretty easy: the nearest is
in front of the farthest.
One possible solution would be to generate a SVG file, with radial gradients
to simulate lightning and specular light, sorting the spheres upon the
distance to the camera. Then let Inkscape or anything similar rasterize it.
> I dont even need the full ammunition of a raytracer. But something that could
> act on a similar-to-povray file would be ideal. (or something that a povray
> ...pov file could easily be parsed into)
You said your POV file was itself generated: I would recommend to use the
data that was used to generate it instead of re-parsing it.
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"Rarius" <rar### [at] rariuscouk> wrote:
> Might I suggest you post an example POV file to povray.binaries.scene-files
> so we can all have a play and see if we can speed it up.
Thanks Rarius! I'll post a copy sometime later today. Meanwhile I'll also try to
use your suggestions. Its not that many spheres really. I strongly suspect I've
a coding inefficiency somewhere. Probably a blunder; I'm sort of a povray
newbie.
In fact, the render time is "LARGE" only relatively. Its a few seconds really
but that becomes slow when (a) I start thinking in terms of designing a GUI (b)
when I have a string of molecular images to render in an interactive setup.
BTW, I'm pleasantly surprised to see that many other posters actually thought
raytracing might be the *fastest* option around!
-Rahul
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"scott" <sco### [at] laptopcom> wrote:
> Write it in OpenGL or DirectX. A modern machine should be able to draw
> 10000 spheres in real-time (ie at least 30fps), with per-pixel specular and
> diffuse lighting.
That's what I was thinking of. Do I have to start from scratch(C/ Java)? Or are
there any meta-scripting languages. I don't think I really need all the OpenGL
functionality here.
Here's the more general question though: Povray at its basic level is based on a
scene definition language and many combinations of CSG primitives. These seem to
be somewhat fundamental operations with no particular tie to the "raytracing"
method. Or am I wrong here?
Are there other codes out there that can operate on a "scene definition
language" and render a scene albeit with a "shortcut" visualization method.
-Rahul
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From: Nicolas Alvarez
Subject: Re: quicker render alternatives to povray
Date: 17 Mar 2008 11:41:17
Message: <47de9f2d@news.povray.org>
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> Are there other codes out there that can operate on a "scene definition
> language" and render a scene albeit with a "shortcut" visualization method.
>
You should see if this (old) POV-Ray OpenGL Patch does what you need, at
an acceptable speed:
http://www.daylongraphics.com/other/povray/patches/
It supports wireframe for a bunch of objects, and solid rendering only
for spheres (with *no* textures, spheres always show in gray).
http://www.daylongraphics.com/other/povray/patches/#solid
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Nicolas George <nicolas$george@salle-s.org> wrote:
> Do your sphere intersect?
No. They do not. None intersect.
> One possible solution would be to generate a SVG file, with radial gradients
> to simulate lightning and specular light, sorting the spheres upon the
> distance to the camera. Then let Inkscape or anything similar rasterize it.
I like the SVG idea. That's the sort of thing I was thinking about. The SVG
renderer can handle the details! I only want to give it my scene definition.
I'll look up the SVG docs now; before I've only coded 2D stuff in SVG.
> You said your POV file was itself generated: I would recommend to use the
> data that was used to generate it instead of re-parsing it.
True. I should do that. I have access to the raw data. Which is nothing but
tuples of (x,y,z, radius, color)
Sorry, its probably much easier if I post the raw pov file here. But its
intermediate output. So I need to play a bit to clean it up and isolate it.
-Rahul
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> I like the SVG idea. That's the sort of thing I was thinking about. The SVG
> renderer can handle the details! I only want to give it my scene definition.
> I'll look up the SVG docs now; before I've only coded 2D stuff in SVG.
>
SVG only supports 2D. But if you do your own 3D->2D projection,
rendering that 2D image would probably be faster than raytracing.
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Rahul wrote:
> BTW, I'm pleasantly surprised to see that many other posters actually thought
> raytracing might be the *fastest* option around!
Scanline rendering starts with a blank screen, then draws shapes one
polygon at a time. Its speed tends to be limited by the number of shapes
it has to draw, so the many spheres scene is basically the worst-case
for scanline.
Raytracing draws a screen one pixel at a time, regardless of how many
shapes there are. Its speed is more complicated, but is usually limited
by a combination of resolution (number of pixels it has to draw) and the
number of recursive calls it has to make (shadows and reflections).
BTW, random thought--have you tried making all the light sources shadowless?
--
William Tracy
afi### [at] gmailcom -- wtr### [at] calpolyedu
You can never go back. Free Mars.
-- Kim Stanley Robinson, _Green Mars_
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Warp wrote:
> How many triangles do you need to make a triangle mesh to look even
> remotely as a sphere? Multiply that by 10000.
Warp is basically right, but come to think of it, a cube (or
tetrahedron) might be a suitable approximation for a sphere in this
case. :-)
--
William Tracy
afi### [at] gmailcom -- wtr### [at] calpolyedu
"Meanwhile we can't be having a constitution that says only 'don't
change speed too fast.'"
-- Kim Stanley Robinson, _Blue Mars_
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From: Nicolas Alvarez
Subject: Re: quicker render alternatives to povray
Date: 17 Mar 2008 12:25:48
Message: <47dea99c@news.povray.org>
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> BTW, random thought--have you tried making all the light sources
> shadowless?
>
He tried +q2 and got no noticeable speedup. q2 disables shadows.
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