POV-Ray : Newsgroups : povray.unofficial.patches : POVMan 1.1 Server Time
14 May 2024 01:39:56 EDT (-0400)
  POVMan 1.1 (Message 1 to 6 of 6)  
From: Vahur Krouverk
Subject: POVMan 1.1
Date: 12 Apr 2005 12:39:22
Message: <425bf9ba$1@news.povray.org>
Hi!

I released POVMan 1.1. It's update to MegaPOV 1.1 level, nothing new 
beside that. Binaries are now compiled with MinGW, as I had problems 
with Borland's compiler. Source and binaries are for Windows, as I don't 
have access to Unix box right now. However, if someone is interested in 
Unix version compile, then feel free to contact me for assistance.

POVMan page:
http://www.aetec.ee/fv/vkhomep.nsf/pages/POVMAN2/
(Nevermind version number 1.2 on page, it's just typo, will correct 
tomorrow!)

Sorry for being that late, I intended to bring it out sooner, right 
after MegaPOV 1.1 release, but due to various reasons it was delayed :(

Hope to find time to improve it and add some new features, but when or 
what is still open....


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From: Christoph Hormann
Subject: Re: POVMan 1.1
Date: 16 Apr 2005 16:25:02
Message: <d3rsae$53g$1@chho.imagico.de>
Vahur Krouverk wrote:
> Hi!
> 
> I released POVMan 1.1.

Great, i will have a look as soon as possible.

> 
> Hope to find time to improve it and add some new features, but when or 
> what is still open....

I think one of the most interesting (but at the same time also most 
difficult) improvements would be a better performance of the shaders.

Christoph

-- 
POV-Ray tutorials, include files, Sim-POV,
HCR-Edit and more: http://www.tu-bs.de/~y0013390/
Last updated 27 Feb. 2005 _____./\/^>_*_<^\/\.______


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From: Vahur Krouverk
Subject: Re: POVMan 1.1
Date: 17 Apr 2005 06:16:18
Message: <42623772$1@news.povray.org>
Christoph Hormann wrote:
> Vahur Krouverk wrote:
>> Hope to find time to improve it and add some new features, but when or 
>> what is still open....
> 
> 
> I think one of the most interesting (but at the same time also most 
> difficult) improvements would be a better performance of the shaders.
> 

I thought more in line of adding support for surface derivatives/ray 
difference, which would allow to use more renderman shaders in their 
full power. But this means changing POV-Ray rendering engine and 
"shooting moving target" (with POV-Ray 3.7 in its way).
On other hand improving performance would be quite independent from 
other changes. Current implementatioin is quite simple and I believe 
that there is room for improvement.


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From: Christoph Hormann
Subject: Re: POVMan 1.1
Date: 17 Apr 2005 06:35:02
Message: <d3te3t$82e$1@chho.imagico.de>
Vahur Krouverk wrote:
> 
> I thought more in line of adding support for surface derivatives/ray 
> difference, which would allow to use more renderman shaders in their 
> full power.

I don't know that much about Renderman - do you mean surface curvature? 
  I guess this would only be possible numerically for most shapes.

Christoph

-- 
POV-Ray tutorials, include files, Sim-POV,
HCR-Edit and more: http://www.tu-bs.de/~y0013390/
Last updated 27 Feb. 2005 _____./\/^>_*_<^\/\.______


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From: Vahur Krouverk
Subject: Re: POVMan 1.1
Date: 17 Apr 2005 13:28:58
Message: <42629cda@news.povray.org>
Christoph Hormann wrote:
> I don't know that much about Renderman - do you mean surface curvature? 
>  I guess this would only be possible numerically for most shapes.
> 
Yes, basically it means using surface curvature (change of intersection 
point and its normal with respect to u/v changes) in shader 
calculations. Mostly it is used to filter texture (i.e. perform 
antialiasing), but u/v information could be used also for texture 
definition (i.e. texture will be calculated from u/v information).
I intended to add this support for most used shapes (quadrics, 
triangles/meshes) for which u/v mapping and curvature could be easily 
defined/calculated. POV-Ray has uv-mapping defined for some of such 
shapes, for others it just returns xy coordinates of intersection as uv 
vector. (shader could remap this according to shader parameters so user 
can customize it according to needs).


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From: Christoph Hormann
Subject: Re: POVMan 1.1
Date: 17 Apr 2005 13:50:02
Message: <d3u7hs$k07$1@chho.imagico.de>
Vahur Krouverk wrote:
> 
> Yes, basically it means using surface curvature (change of intersection 
> point and its normal with respect to u/v changes) in shader 
> calculations. Mostly it is used to filter texture (i.e. perform 
> antialiasing), but u/v information could be used also for texture 
> definition (i.e. texture will be calculated from u/v information).

For non-uv-mappable shapes like isosurfaces that would be similar to the 
curvature pattern Chris Huff experimented with.  Having curvature 
information available for texturing can for sure be quite useful but 
numerical calculation is quite expensive.  For meshes that's not 
necessary of course.

Christoph

-- 
POV-Ray tutorials, include files, Sim-POV,
HCR-Edit and more: http://www.tu-bs.de/~y0013390/
Last updated 27 Feb. 2005 _____./\/^>_*_<^\/\.______


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