POV-Ray : Newsgroups : povray.unofficial.patches : Is anyone working on a distributed / stochastic / Monte Carlo ray-tracing patch for 3.7? : Re: Is anyone working on a distributed / stochastic / MonteCarloray-tracing patch for 3.7? Server Time
23 Feb 2024 15:46:14 EST (-0500)
  Re: Is anyone working on a distributed / stochastic / MonteCarloray-tracing patch for 3.7?  
From: Nekar Xenos
Date: 23 Jul 2014 14:12:54
Message: <op.xjgp7gp3ufxv4h@xena.home>
On Tue, 22 Jul 2014 00:53:47 +0200, clipka <ano### [at] anonymousorg> wrote:

> Am 21.07.2014 21:12, schrieb Nekar Xenos:
>> On Sun, 20 Jul 2014 20:45:27 +0200, clipka <ano### [at] anonymousorg>  
>> wrote:
>>> Am 20.07.2014 19:44, schrieb Nekar Xenos:
>>>> Is anyone working on a distributed / stochastic / Monte
>>>> Carloray-tracing patch for 3.7?
>>> Distributed raytracing patch: Planned for official POV-Ray; don't hold
>>> your breath though.
>>> Stochastic / Monte Carlo raytracing patch: Maybe UberPOV
>>> (https://github.com/UberPOV/UberPOV) already offers what you're
>>> looking for; it already uses stochastic rendering for various
>>> features. If stochastic global illumination is what you're after, just
>>> drop me a note and I'll make that happen as well.
>> I'm not 100% sure what the correct term is, the Wikipedia entry was a
>> bit confusing. I can describe it as following the ray from the light
>> source to the screen. Just like MCPov, only with all of the 3.7  
>> features.
> Hmm, there's definitely some misunderstanding going on here.
> "Following the ray from the light source to the screen" is /forward  
> raytracing/, as opposed to following the ray from the screen to the  
> object surface and ultimately to the light source, aka /backward  
> raytracing/. The latter is the classic approach, and the one used by  
> POV-Ray.
> MCPov also uses /backward/ raytracing like POV-Ray.
I don't know why I thought MCPov used forward ray-tracing. I think it was  
probably because of the slow rendering and good results after waiting a  
long time ;)

> /Stochastic/ raytracing can be done with both approaches (I guess it is  
> the only way to do forward raytracing, but it is also a way to do  
> backward raytracing), or even with combinations of the two, such as  
> bidirectional raytracing, Metropolis Light Transport or some such.
> So let's forget about the technical terms, and start at the other end:
> What is it about MCPov that you actually want?
> Blurred reflections? Definitely go for UberPOV, as it has them. Yay!
> Blurred refractions? Not supported by UberPOV yet, but shouldn't be too  
> difficult to add once I decide on a nice syntax.

That would be useful.
> A less artifact-prone replacement for the effect that official POV-Ray  
> uses radiosity for (so-called Global Illumination)? Raise your hand, and  
> I'll make it happen in UberPOV.

*raises hand*

> Render over and over again while you sit and watch, until you're happy  
> with the result? Not supported in UberPOV yet; it's on the agenda, but  
> may require quite some intrusion into the POV-Ray architecture. What  
> UberPOV does already support, however, is an "anti-aliasing" mode (or,  
> more to the point, an oversampling mode) that allows you to specify what  
> quality you'd be happy with, and UberPOV will do the  
> rendering-over-and-over-again in the background until the quality  
> criteria are met.

Yes, please :)
> As a rule of thumb, if MCPov has it, it is also planned (if not already  
> implemented) for UberPOV.

-Nekar Xenos-

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