|
|
|
|
|
|
| |
| |
|
|
From: Wolfgang Wieser
Subject: Interpolated tracing... Patch available
Date: 20 Mar 2003 19:25:19
Message: <3e7a5bee@news.povray.org>
|
|
|
| |
| |
|
|
Maybe someone still remembers that I promised to experiment with
the following idea: Instead of tracing all pixels one could try to
interpolate some of them.
In an effort to save rendering time (and reduce image quality as
an unavoidable side effect), I wrote a patch for UNIX povray.
The patch and some images (with and without interpolation) together
with a short explanation about how it works are available at
http://www.cip.physik.uni-muenchen.de/~wwieser/ani/povray/ipt-patch/
Please check the above page.
I don't know if further development of this patch is worth the effort.
Any comments or ideas welcome.
Wolfgang
Post a reply to this message
|
|
| |
| |
|
|
From: Nicolas Calimet
Subject: Re: Interpolated tracing... Patch available
Date: 20 Mar 2003 20:17:42
Message: <3E7A6835.6040705@free.fr>
|
|
|
| |
| |
|
|
> Please check the above page.
> I don't know if further development of this patch is worth the effort.
> Any comments or ideas welcome.
The concept and realisation look pretty good, and you probably
had some hard/fun time making it, so for that matter it's worth doing
it :-)
However, as you admit yourself, the results are a bit frustrating,
especially for regular geometries like checker, and those weird artifacts
on projected shadows for instance. The last 'benchmark' scene renders pretty
well actually, probably because it contains less of those regular patterns.
Of course the sky looks a bit odd, but in this exemple your patch is
definitely a time-saver for reasonnable results.
I wonder how much time one could save when testing radiosity
parameters on a complex scene... Could you rerender the benchmark.pov
with radiosity turned on ? Will it still be 66% faster ?
Post a reply to this message
|
|
| |
| |
|
|
From: Nicolas Calimet
Subject: Re: Interpolated tracing... Patch available
Date: 20 Mar 2003 20:24:03
Message: <3E7A69B2.7080103@free.fr>
|
|
|
| |
| |
|
|
Quoting myself...
> I wonder how much time one could save when testing radiosity
> parameters on a complex scene... Could you rerender the benchmark.pov
> with radiosity turned on ? Will it still be 66% faster ?
Does your patch actually work with radiosity ?
(maybe I should check myself, but it's time to sleep :-) )
Post a reply to this message
|
|
| |
| |
|
|
From: Wolfgang Wieser
Subject: Re: Interpolated tracing... Patch available
Date: 21 Mar 2003 07:41:13
Message: <3e7b0868@news.povray.org>
|
|
|
| |
| |
|
|
Nicolas Calimet wrote:
> Quoting myself...
>> I wonder how much time one could save when testing radiosity
>> parameters on a complex scene... Could you rerender the benchmark.pov
>> with radiosity turned on ? Will it still be 66% faster ?
>
> Does your patch actually work with radiosity ?
> (maybe I should check myself, but it's time to sleep :-) )
>
Okay, I switched on radiosity:
Vanilla povray:
1439.17user 4.31system 24:51.09elapsed 96%CPU
Patched povray:
Traced 53415 (294 invisible) of 110592 pixels (48.3%).
814.07user 2.72system 13:49.35elapsed 98%CPU
Wolfgang
Post a reply to this message
|
|
| |
| |
|
|
From: Le Forgeron
Subject: Re: Interpolated tracing... Patch available
Date: 21 Mar 2003 08:41:31
Message: <3E7B16FD.6070705@free.fr>
|
|
|
| |
| |
|
|
Wolfgang Wieser wrote:
> Nicolas Calimet wrote:
>
>
>>Quoting myself...
>>
>>> I wonder how much time one could save when testing radiosity
>>>parameters on a complex scene... Could you rerender the benchmark.pov
>>>with radiosity turned on ? Will it still be 66% faster ?
>>>
>>Does your patch actually work with radiosity ?
>>(maybe I should check myself, but it's time to sleep :-) )
>>
>>
> Okay, I switched on radiosity:
>
> Vanilla povray:
> 1439.17user 4.31system 24:51.09elapsed 96%CPU
>
> Patched povray:
> Traced 53415 (294 invisible) of 110592 pixels (48.3%).
> 814.07user 2.72system 13:49.35elapsed 98%CPU
So, so far, it looks worst... guess we need to wait for the final result.
Post a reply to this message
|
|
| |
| |
|
|
From: Ben Birdsey
Subject: Re: Interpolated tracing... Patch available
Date: 21 Mar 2003 13:42:26
Message: <3E7B5E14.70902@mail.com>
|
|
|
| |
| |
|
|
Could you post the difference between the "real" and the interpolated
images? That could really help us see where the artifacts are. i
remember someone doing that on a tutorial about radiosity to show the
exact effects radiosity was having.
Post a reply to this message
|
|
| |
| |
|
|
From: Wolfgang Wieser
Subject: Re: Interpolated tracing... Patch available
Date: 21 Mar 2003 16:21:22
Message: <3e7b8252@news.povray.org>
|
|
|
| |
| |
|
|
Ben Birdsey wrote:
> Could you post the difference between the "real" and the interpolated
> images? That could really help us see where the artifacts are. i
> remember someone doing that on a tutorial about radiosity to show the
> exact effects radiosity was having.
>
In case you already calculated the differences, feel free to send me
the data as PNG via private e-mail :)
Wolfgang
Post a reply to this message
|
|
| |
| |
|
|
From: Wolfgang Wieser
Subject: Re: Interpolated tracing... Patch available
Date: 21 Mar 2003 16:27:53
Message: <3e7b83d4@news.povray.org>
|
|
|
| |
| |
|
|
Nicolas Calimet wrote:
>> Please check the above page.
>> I don't know if further development of this patch is worth the effort.
>> Any comments or ideas welcome.
>
> The concept and realisation look pretty good, and you probably
> had some hard/fun time making it, so for that matter it's worth doing
> it :-)
> However, as you admit yourself, the results are a bit frustrating,
> especially for regular geometries like checker, and those weird artifacts
> on projected shadows for instance.
>
Well, some artifacts may be tolerable but what happened to the checker
on the left definitely is NOT.
Does anybody have good ideas on how one could calculate a good aproximate
of the image with about 6-10% of the pixels?
I read about some other people implementing "progressive evaluation"
which means that the final image is equal to the completely traced image
(because all pixels are actually traced) but you get a very good
approx of the image with only 6-10% of the pixels traced.
However, they use tricks like projecting the boundary of objects on
the viewport. Could that be done easily with POVRay?
It would be an idea to implement just that. It would be better than
mosaic preview and one could stop after, say 15% if one wants to create
a rough animation. Hope this does not result in annoying flickering
artifacts...
Wolfgang
Post a reply to this message
|
|
| |
| |
|
|
From: Nicolas Calimet
Subject: Re: Interpolated tracing... Patch available
Date: 22 Mar 2003 14:51:07
Message: <3E7CBEAD.4010701@free.fr>
|
|
|
| |
| |
|
|
> However, they use tricks like projecting the boundary of objects on
> the viewport. Could that be done easily with POVRay?
Maybe the code for light buffers could help ? IIRC the lights
are projected on each side of the bounding boxes, so something similar
might be done for the viewport... (I never looked at this code).
Post a reply to this message
|
|
| |
| |
|
|
From: Wolfgang Wieser
Subject: Re: Interpolated tracing... Patch available
Date: 22 Mar 2003 15:38:31
Message: <3e7cc9c6@news.povray.org>
|
|
|
| |
| |
|
|
Nicolas Calimet wrote:
>> However, they use tricks like projecting the boundary of objects on
>> the viewport. Could that be done easily with POVRay?
>
> Maybe the code for light buffers could help ? IIRC the lights
> are projected on each side of the bounding boxes, so something similar
> might be done for the viewport... (I never looked at this code).
>
AFAIK the light and vista buffers are made up of rectangles.
But here, we would need the real object boundary, projected on the
"film of the POV camera".
Wolfgang
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |