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From: Invisible
Subject: Re: New LuxRender web site (http://www.luxrender.net)
Date: 22 Feb 2008 04:28:59
Message: <47be95db@news.povray.org>
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nemesis wrote:
>> Does it add more triangles to the areas of greatest curvature and
>> fewer to the flat areas?
>
> you know those Pixar movies? The renderer used, Renderman, is basically
> a scanline that breaks all geometry down to micropolygons measuring less
> than a pixel on the fly. You only see smooth curves as the final result...
Yes - but you can't do that in realtime [without a large warehouse full
of high-end GPUs].
>> I often look at a game like HL and wonder how it's even possible. I
>> mean, you walk through the map for, like, 20 minutes before you get to
>> the other end. The total polygon count must be spine-tinglingly huge.
>> And yet, even on a machine with only a few MB of RAM, it works.
>
> machines evolve. The amount of polygons going around in PS3 games or
> Crysis certainly wasn't possible just a few years ago.
Yeah, but on the face of it, even an old game like Doom shouldn't be
possible on today's most powerful GPUs if it just stores and renders
everything directly. There must be some kind of trick to it...
--
http://blog.orphi.me.uk/
http://www.zazzle.com/MathematicalOrchid*
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From: Invisible
Subject: Re: New LuxRender web site (http://www.luxrender.net)
Date: 22 Feb 2008 04:29:26
Message: <47be95f6$1@news.povray.org>
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>> Right. So we're talking about something so subtle that I'm unlikely to
>> notice any difference...
>
> That's not what he said, but yeah, you probably won't notice anything.
> Normal people will.
Anybody have a like-for-like comparison image?
--
http://blog.orphi.me.uk/
http://www.zazzle.com/MathematicalOrchid*
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"scott" <sco### [at] laptop com> wrote:
> The lighting model implemented in POV is about the simplest available, what
> was first used on 3D cards 10 years ago. Today there are far more accurate
> models used, you must have heard names like Cook-Torrence, Blinn etc, if
> you've never looked outside of POV you wouldn't know they existed. They
> start to model the microfacets on a surface and produce lighting results
> based on the geometry and physics of the microfacets (eg occlusion,
> self-shadowing etc). Then there's anisotropic materials like brushed metal,
> where the properties are different depending on which direction the light is
> coming from.
I've waited for that Path for years. At the end I've coded it by myself.
Currently I support:
- Blinn (original)
- Phong (original)
- Cook Torrance
- Ward
- Minneart
- Oren Nayar
In this scene I've changed ONLY the light model
Delle
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"delle" <del### [at] ciaoweb it> wrote:
> "scott" <sco### [at] laptop com> wrote:
>
> > The lighting model implemented in POV is about the simplest available, what
> > was first used on 3D cards 10 years ago. Today there are far more accurate
> > models used, you must have heard names like Cook-Torrence, Blinn etc, if
> > you've never looked outside of POV you wouldn't know they existed. They
> > start to model the microfacets on a surface and produce lighting results
> > based on the geometry and physics of the microfacets (eg occlusion,
> > self-shadowing etc). Then there's anisotropic materials like brushed metal,
> > where the properties are different depending on which direction the light is
> > coming from.
>
> I've waited for that Path for years. At the end I've coded it by myself.
>
> Currently I support:
>
> - Blinn (original)
> - Phong (original)
> - Cook Torrance
> - Ward
> - Minneart
> - Oren Nayar
>
> In this scene I've changed ONLY the light model
>
> Delle
And these are Variable Reflections calculated by My Patched Pov.
There is a dedicated Parameter and I use Halton Sequence to shot rays....
Delle
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....currently I'm adding the capability to use IES File (photometric lights) like
these:
Regards
Delle
P.S. I've waited them more than 3 years and now I've decided to do them bu
myself...
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From: Nicolas Alvarez
Subject: Re: New LuxRender web site (http://www.luxrender.net)
Date: 22 Feb 2008 08:54:27
Message: <47bed413$1@news.povray.org>
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> P.S. I've waited them more than 3 years and now I've decided to do them bu
> myself...
>
Well what are you waiting to post your modifications... POV-Ray devs
might even incorporate them to the official version.
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From: Nicolas Alvarez
Subject: Re: New LuxRender web site (http://www.luxrender.net)
Date: 22 Feb 2008 08:54:55
Message: <47bed42f$1@news.povray.org>
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> Until it can parse SDL, I will consider it inferior to POV.
>
> Long live hand written code! ;)
>
Hell yeah! I have done some diagrams hand-coding SVG :)
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From: Mike Raiford
Subject: Re: New LuxRender web site (http://www.luxrender.net)
Date: 22 Feb 2008 09:05:46
Message: <47bed6ba$1@news.povray.org>
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Gilles Tran wrote:
> Now have a look at the images below for some state-of-the-art rendering.
> http://thirdseventh.cgsociety.org/gallery/573528/
Oh, nice, they actually simulate aperture opening shape in the focal blur.
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that's really great, man!
BTW, if anyone's interested:
Metallo Liscio is smooth metal
Metallo Spazzolato is the famous anisotropic metal texture
Velluto is velvet
Opaco is diffuse only
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this is all truly amazing!
I guess if your and fidos' contributions go into povray, the renderer will make
a huge quantum leap! :)
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