POV-Ray : Newsgroups : povray.unofficial.patches : patch requests Server Time
3 Jul 2024 04:57:21 EDT (-0400)
  patch requests (Message 1 to 10 of 10)  
From: ingo
Subject: patch requests
Date: 3 Aug 2002 03:08:46
Message: <Xns925F5DB2C310seed7@povray.org>
Well now that the 3.5 source is available and I still can't code in 
c/c++,  I can only hope one of you likes the ideas and is willing to 
implement them. Both ideas are camera related and I have no idea of 
their complexity, so ...

1. dof_normal.
  Currently the plane of focus is always parallel to the "lens-plane". 
In photography this generaly is also the case. But when using pro 
cameras there's the option to tilt the lens plane to change the depth of 
field orientation yet the amount of controll is limited, for more detail 
Google for the Scheimpflug and Hinge Rules.
  In raytracing one could go beyond this by specifying an optional 
dof_normal to orient the plane of focus.

camera {
    	perspective
    	location <0,0,-5>
    	look_at <0,0,0>
    	aperture 0.5
    	focal_point <0,0,5>
    	dof_normal <1,0,1>
}

  This would create a focal plane at an 45 degree angle with the "lens-
plane". A pracatical use would be for example, a camera looking up or 
down under an angle at a building. Using focal blurr in the current 
situation would blurr a part of the building and keep a part in focus. 
By adding a dof_normal the whole building can be kept in focus while the 
rest of the scene is blurred.


2. dof_pattern.
  Instead of only allowing planar focal blurr, controlled by foal_point 
and aperture, one could use a pattern to controll the position and 
amount of blurr.

camera {
    	perspective
    	location <0,0,-5>
    	look_at <0,0,0>
    	aperture 0.5
    	dof_pattern {
    	    	spherical
    	    	translate <0,0,3>
    	}
}

  Now all parts black in the pattern are maximal blurred, all parts 
white are minimal blurred. The point of focus has become a small 
spherical area. An inverted spherical pattern can be used to blurr a 
small area of the scene. Think of what an inverted leopard pattern would 
do, or turbulated wood!


TIA,

Ingo


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From: Peter Popov
Subject: Re: patch requests
Date: 3 Aug 2002 04:59:51
Message: <5c6nkus25q3fe3uj0v4df2ng6u6a4k22td@4ax.com>
On 3 Aug 2002 03:08:46 -0400, ingo <ing### [at] homenl> wrote:

>1. dof_normal.

The camera is a coordinate system defined by the up, right and
direction vectors. These do not have to be perpendicular so what you
are suggesting is not incompatible with the current implementation.
Moreover, I think it can be done without a patch using a simple
transformation. All one has to do is shear the camera along the
direction vector.

I will be very busy this weekend (I am betatesting a massive database)
and will probably lack the time to do this, but I'll try it later on
if no one has bitten the bullet by then.

>2. dof_pattern.

Have you tried using a camera normal to achieve that same effect? It
is perfectly possible to do that right now, but I don't want to think
about the render times (not that focal blur is much faster, mind you)


Peter Popov ICQ : 15002700
Personal e-mail : pet### [at] vipbg
TAG      e-mail : pet### [at] tagpovrayorg


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From: ingo
Subject: Re: patch requests
Date: 3 Aug 2002 05:38:53
Message: <Xns925F7726E7C55seed7@povray.org>
in news:5c6nkus25q3fe3uj0v4df2ng6u6a4k22td@4ax.com Peter Popov wrote:

>>1. dof_normal.
>
> Moreover, I think it can be done without a patch using a simple
> transformation. All one has to do is shear the camera along the
> direction vector.

Shearing the camera indeed affects the focal plane, I tried this long 
ago. The problem with it is that it also affects the scene and also, if 
I remember well, the whole thing acts exactly opposite to what one 
wants. Using a dof_normal would make the focal blurr "independent" from 
the camera position (you could even make a horizontal plane of focus 
with everything above and beneath blurred). 
 
>>2. dof_pattern.
> 
> Have you tried using a camera normal to achieve that same effect?

Yes, combining focal blur and camera perturbation can give nice effects, 
but the result is very different from what I envision with pattern based 
blurring.

Ingo


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From: Anders K 
Subject: Re: patch requests
Date: 3 Aug 2002 16:42:43
Message: <3d4c4043$1@news.povray.org>
ingo wrote:
> 2. dof_pattern.

Isn't this impossible because it would require nonstraight rays to be
traced?

Anders


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From: Christopher James Huff
Subject: Re: patch requests
Date: 3 Aug 2002 17:10:09
Message: <chrishuff-BA7064.16010203082002@netplex.aussie.org>
In article <3d4c4043$1@news.povray.org>,
 "Anders K." <and### [at] prostard2gcom> wrote:

> ingo wrote:
> > 2. dof_pattern.
> 
> Isn't this impossible because it would require nonstraight rays to be
> traced?

No. It would only need to vary the blurring parameters based on current 
pixel.
Better idea: use a function. Functions are better designed for this kind 
of thing, and you could still use patterns. Another thing that would be 
useful: letting finish parameters be controlled with functions. This 
would allow anything in the finish to be mapped with images, patterns, 
or whatever the user wants. With functions that can handle vector math 
and the right hooks into materials, you would essentially have shaders.

-- 
Christopher James Huff <chr### [at] maccom>
POV-Ray TAG e-mail: chr### [at] tagpovrayorg
TAG web site: http://tag.povray.org/


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From: Rune
Subject: Re: patch requests
Date: 3 Aug 2002 19:22:05
Message: <3d4c659d@news.povray.org>
Christopher James Huff wrote:
> Another thing that would be useful: letting
> finish parameters be controlled with functions.

I suggested that in this group long ago... :)

> This would allow anything in the finish to be
> mapped with images, patterns, or whatever the
> user wants. With functions that can handle
> vector math and the right hooks into materials,
> you would essentially have shaders.

That would require access to not just the intersection point (like in
POV-Ray 3.5) but also the direction of the incoming ray, as well as the
normal of the surface (not like trace, but from inside the function).
Oh, and the color of the ray. Did I miss something?

And the part about functions being able to handle vector math would mean
a huge change to functions in my opinion. That technique with using
separate functions for the x, y and z components just isn't useful for
advanced vector math I think.

But I still like the concept, I just don't see it coming in any near
future.

Rune
--
3D images and anims, include files, tutorials and more:
rune|vision:  http://runevision.com (updated July 12)
POV-Ray Ring: http://webring.povray.co.uk


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From: Ron Parker
Subject: Re: patch requests
Date: 4 Aug 2002 02:58:31
Message: <slrnakpk4n.rru.ron.parker@fwi.com>
On Sun, 4 Aug 2002 01:24:31 +0200, Rune wrote:
> That would require access to not just the intersection point (like in
> POV-Ray 3.5) but also the direction of the incoming ray, as well as the
> normal of the surface (not like trace, but from inside the function).
> Oh, and the color of the ray. Did I miss something?

You missed the d/du and d/dv of the surface, which are available in SL but
not anywhere in POV.


-- 
#macro R(L P)sphere{L F}cylinder{L P F}#end#macro P(V)merge{R(z+a z)R(-z a-z)R(a
-z-z-z a+z)torus{1F clipped_by{plane{a 0}}}translate V}#end#macro Z(a F T)merge{
P(z+a)P(z-a)R(-z-z-x a)pigment{rgbt 1}hollow interior{media{emission T}}finish{
reflection.1}}#end Z(-x-x.2y)Z(-x-x.4x)camera{location z*-10rotate x*90}


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From: Rune
Subject: Re: patch requests
Date: 4 Aug 2002 11:02:32
Message: <3d4d4208@news.povray.org>
Ron Parker wrote:
> You missed the d/du and d/dv of the surface,
> which are available in SL but not anywhere in POV.

I don't even know what that means or what it would be used for when
creating "shaders"... :)

Rune
--
3D images and anims, include files, tutorials and more:
rune|vision:  http://runevision.com (updated July 12)
POV-Ray Ring: http://webring.povray.co.uk


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From: Ron Parker
Subject: Re: patch requests
Date: 4 Aug 2002 13:50:57
Message: <slrnakqqc3.ucl.ron.parker@fwi.com>
On Sun, 4 Aug 2002 17:04:54 +0200, Rune wrote:
> Ron Parker wrote:
>> You missed the d/du and d/dv of the surface,
>> which are available in SL but not anywhere in POV.
> 
> I don't even know what that means or what it would be used for when
> creating "shaders"... :)

SL is the Renderman Shading Language.  The d/du and d/dv are my attempts
to represent the partial derivatives of the location of the surface with
respect to the surface's U and V coordinates.  d/du and d/dv are used in
antialiasing, to make decisions about how intricate the texture should be
at a given point.  For example, if your shader is a checkerboard, but the
rate of change at the location you're sampling is so high it'd have multiple
squares in the same pixel, you're better off returning an average of the 
two base colors.

-- 
#macro R(L P)sphere{L F}cylinder{L P F}#end#macro P(V)merge{R(z+a z)R(-z a-z)R(a
-z-z-z a+z)torus{1F clipped_by{plane{a 0}}}translate V}#end#macro Z(a F T)merge{
P(z+a)P(z-a)R(-z-z-x a)pigment{rgbf 1}hollow interior{media{emission 3-T}}}#end 
Z(-x-x.2x)camera{location z*-10rotate x*90normal{bumps.02scale.05}}


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From: Rune
Subject: Re: patch requests
Date: 5 Aug 2002 06:15:52
Message: <3d4e5058@news.povray.org>
Ron Parker wrote:
> For example, if your shader is a checkerboard, but
> the rate of change at the location you're sampling
> is so high it'd have multiple squares in the same
> pixel, you're better off returning an average of
> the two base colors.

Ah, clever. :)

Rune
--
3D images and anims, include files, tutorials and more:
rune|vision:  http://runevision.com (updated July 12)
POV-Ray Ring: http://webring.povray.co.uk


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