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(Sorry for the bad engish if you find any; Please correct.)
The POV-Ray blob object does not preserve it's volume when the components
are moved around.
Is it possible to make a blob-like volume-preserving function for the
isosurface?
How about simulating water drops with surface tension?
btw. Is there other blob-alternatives? IMO blob object is smooth in the
wrong way.(?)
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On Fri, 11 Oct 2002 10:00:20 EDT, "Pyry" <fro### [at] suomi24 fi> wrote:
> (Sorry for the bad engish if you find any; Please correct.)
> The POV-Ray blob object does not preserve it's volume when the components
> are moved around.
>
> Is it possible to make a blob-like volume-preserving function for the
> isosurface?
There is something made by Rune IIRC, check
http://runevision.com/3d/blobs/blobs.asp
> btw. Is there other blob-alternatives?
http://www-public.tu-bs.de:8080/~y0013390/pov/ic/
> IMO blob object is smooth in the
> wrong way.(?)
you mean they are not smooth ???
ABX
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ABX wrote:
>
> > btw. Is there other blob-alternatives?
>
> http://www-public.tu-bs.de:8080/~y0013390/pov/ic/
>
The IsoCSG blob is exactly like the native POV-Ray blob. There is a
different possibility though described in the POV-Ray docs, section
6.5.4.4.4:
http://www.povray.org/documentation/view/169/#s06_05_04_04_04
Christoph
--
POV-Ray tutorials, IsoWood include,
TransSkin and more: http://www.tu-bs.de/~y0013390/
Last updated 13 Aug. 2002 _____./\/^>_*_<^\/\.______
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On Fri, 11 Oct 2002 16:25:20 +0200, Christoph Hormann <chr### [at] gmx de>
wrote:
> The IsoCSG blob is exactly like the native POV-Ray blob
except it holds other shapes
ABX
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In article <web.3da6d971ed80a515398d8dbb0@news.povray.org>,
"Pyry" <fro### [at] suomi24 fi> wrote:
> (Sorry for the bad engish if you find any; Please correct.)
> The POV-Ray blob object does not preserve it's volume when the components
> are moved around.
> Is it possible to make a blob-like volume-preserving function for the
> isosurface?
> How about simulating water drops with surface tension?
> btw. Is there other blob-alternatives? IMO blob object is smooth in the
> wrong way.(?)
I know what you mean. A blob is just an isosurface, it only cares about
the value of a function at a point, not about the volume or surface
area. This is a problem I've been thinking about for a long time.
One possibility would be a particle system with blob particles. Use
enough particles with repulsion between particles that are too close,
and you could get something that does a fairly good job of maintaining
its volume. You end up with blobs of huge numbers of particles though,
it is still "lumpy", and the volume isn't very constant for small groups
of particles. Maybe you could adjust the radius of the components to
compensate for volume changes, this might give a useable approximation.
Some kind of mesh "stretched over" the volume of particles would be
better, and I've been trying to think of a good way to do this. I think
it is a much better approach, it will give smoother results and having
the actual "surface" data available would make things like water beading
on and wetting an object more realistic, and would do a much better job
of avoiding the liquid penetrating the surface of an object. (with
blobs, you only have component data, you don't really know where the
surface is)
Maybe particles aren't necessary, some kind of voxel field containing
"pressure" and "direction" information might be enough. Maybe combine
the two, computing particle forces on a coarse lattice instead of
per-particle.
It could also do a much better job of drops separating and merging: blob
components just stretch towards each other when they are close, and
merge when they are close enough...nothing like the behavior of real
liquid drops.
My basic idea would be a closed ball of "cloth" containing particles.
The cloth-surface interacts with objects and transfers forces to the
particles, and the particles hold the surface up and control its motion.
This would do a fairly good job of simulating a single drop. Dividing
into separate drops or merging separate drops into one could be a much
harder problem...figuring out which triangles to subdivide, which
"bonds" to break, and closing the holes in each sub-drop, or knitting
the surfaces of two drops together...
It would be very slow to compute in POV script, as well as difficult to
write with the limitations of the language, you would need an external
program to generate a mesh.
--
Christopher James Huff <cja### [at] earthlink net>
http://home.earthlink.net/~cjameshuff/
POV-Ray TAG: chr### [at] tag povray org
http://tag.povray.org/
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On Fri, 11 Oct 2002 10:00:20 EDT, "Pyry" <fro### [at] suomi24 fi> wrote:
>The POV-Ray blob object does not preserve it's volume when the components
>are moved around.
You are right, they do not.
>Is it possible to make a blob-like volume-preserving function for the
>isosurface?
It probably is, but take my word it won't be easy.
>How about simulating water drops with surface tension?
>btw. Is there other blob-alternatives?
These two questions probably have the same answer. You can use a mesh
to make your blob-like object, and using a mesh, you can make a
physical simulation with surface tension, volume preservation and
whatever else you can think of. Take my word on this as well, it's
even harder :)
>IMO blob object is smooth in the wrong way.(?)
What's the correct way to smooth a blob?
Peter Popov ICQ : 15002700
Personal e-mail : pet### [at] vip bg
TAG e-mail : pet### [at] tag povray org
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Peter Popov wrote:
>What's the correct way to smooth a blob?
I don't know what is the *correct* or the perfect way to smooth a blob, but
I just don't like the way the components react to each other sometimes.
Sometimes there is a visible edge between two spheres that isn't as smooth
as the rest of the blob and usually the appearance of the blob is too
smooth.
Of course one can overcome these anoying things by adding more and more
components...
Oh well the blob object is not made to be the ultimate make-everything from
ten spheres thingie. %) I just need to do what I gotta do whit other
objects. Right now I'm expirimenting on spheres in isosurfaces;Gives very
smooth results but takes time to render.
-And thank you all for the aswers so far!
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> I don't know what is the *correct* or the perfect way to smooth a blob,
but
> I just don't like the way the components react to each other sometimes.
> Sometimes there is a visible edge between two spheres that isn't as smooth
> as the rest of the blob and usually the appearance of the blob is too
> smooth.
This is due to the exact same mathematical property that causes a similar
"grid" artifact in the noise function: first derivatives match up, second
ones don't. It's not an easy problem to solve.
- Slime
[ http://www.slimeland.com/ ]
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Hi,
>
> This is due to the exact same mathematical property that causes a similar
> "grid" artifact in the noise function: first derivatives match up, second
> ones don't. It's not an easy problem to solve.
Hmm, I'm not sure, but is this not because the blob density function is
quadratic? If the blob function was exponential (e.g a mixture of
Gaussian components), wouldn't the second derivative be continuous? e.g
isosurface with a function like
f_gauss = function(x,y,z) { 1.0 - exp(-(x*x + y*y + z*z)/2.0) }
then use a sum of f_gauss at different centers...
But I could be totally wrong about this...
--John
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John Williamson wrote:
> Hmm, I'm not sure, but is this not because the
> blob density function is quadratic? If the blob
> function was exponential (e.g a mixture of
> Gaussian components), wouldn't the second
> derivative be continuous?
I don't know exponential functions very well, but I agree that it
shouldn't be that difficult to get smooth blobs, and that it would only
require the individual blob components to use functions whose second
derivatives match up.
Correct me if I'm wrong...
Rune
--
3D images and anims, include files, tutorials and more:
rune|vision: http://runevision.com (updated Sep 8)
POV-Ray Ring: http://webring.povray.co.uk
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> I don't know exponential functions very well, but I agree that it
> shouldn't be that difficult to get smooth blobs, and that it would only
> require the individual blob components to use functions whose second
> derivatives match up.
Not too difficult; you just have to find a polynomial such that
f(0) = 0
f(1) = 1
f(0)' = 0
f(1)' = 0
f(0)" = 0
f(1)" = 0
But it will end up being a pretty high order polynomial, which introduces
slowness and innacuracy.
- Slime
[ http://www.slimeland.com/ ]
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In article <3DA894B0.9FCA901F@dcs.gla.ac.uk>,
John Williamson <wil### [at] dcs gla ac uk> wrote:
> Hmm, I'm not sure, but is this not because the blob density function is
> quadratic? If the blob function was exponential (e.g a mixture of
> Gaussian components), wouldn't the second derivative be continuous? e.g
> isosurface with a function like
> f_gauss = function(x,y,z) { 1.0 - exp(-(x*x + y*y + z*z)/2.0) }
Maybe, but the root solver algorithm might not be able to use that
equation. A method more like the isosurface primitive wouldn't have any
problem though...but you would have to use things like max_gradient
instead of sturm. It might be faster though...
--
Christopher James Huff <cja### [at] earthlink net>
http://home.earthlink.net/~cjameshuff/
POV-Ray TAG: chr### [at] tag povray org
http://tag.povray.org/
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In article <3da89baa@news.povray.org> , "Rune" <run### [at] mobilixnet dk>
wrote:
> I don't know exponential functions very well, but I agree that it
> shouldn't be that difficult to get smooth blobs, and that it would only
> require the individual blob components to use functions whose second
> derivatives match up.
I am probably misunderstanding you here because you seem to suggest blobs
are _not_ based on exponential functions? They are [1]...
Thorsten
[1] An Introduction to Ray Tracing, page 97/98
____________________________________________________
Thorsten Froehlich, Duisburg, Germany
e-mail: tho### [at] trf de
Visit POV-Ray on the web: http://mac.povray.org
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Thorsten Froehlich wrote:
>
> > I don't know exponential functions very well, but I agree that it
> > shouldn't be that difficult to get smooth blobs, and that it would only
> > require the individual blob components to use functions whose second
> > derivatives match up.
>
> I am probably misunderstanding you here because you seem to suggest blobs
> are _not_ based on exponential functions? They are [1]...
>
Well, POV-Ray blobs are not, see the formula in section 6.5.1.1 of the
docs.
A good introduction into this matter can be found on:
http://astronomy.swin.edu.au/~pbourke/modelling/implicitsurf/
Christoph
--
POV-Ray tutorials, IsoWood include,
TransSkin and more: http://www.tu-bs.de/~y0013390/
Last updated 13 Aug. 2002 _____./\/^>_*_<^\/\.______
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Hi,
> Maybe, but the root solver algorithm might not be able to use that
> equation. A method more like the isosurface primitive wouldn't have any
> problem though...but you would have to use things like max_gradient
> instead of sturm. It might be faster though...
The partial derivatives of these surfaces are easy (or at least not
impossible, I haven't actually tried working them out!), so it's
probably possible to get away without having a max_gradient because we
already know it. I assume knowing the derivatives could speed up the
isosurface rendering...
Mind you, just testing Gaussian blob iso's with the above function just
now, it seems that they can be quite difficult to control. Still, they
seem smooth.
--John
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In article <3DA95BDB.D10F9F8D@dcs.gla.ac.uk>,
John Williamson <wil### [at] dcs gla ac uk> wrote:
> The partial derivatives of these surfaces are easy (or at least not
> impossible, I haven't actually tried working them out!), so it's
> probably possible to get away without having a max_gradient because we
> already know it. I assume knowing the derivatives could speed up the
> isosurface rendering...
That only applies to a single component. When you have multiple
components with different radii and strengths, the gradient doesn't have
a limit.
Hmm...the function using exp() is unbounded, isn't it? In addition to
the root solving possibly being slower from the use of exp(), each
component would affect every other component in the blob. With a bounded
function, one that is only used in a certain distance, you only need to
compute for the components that affect a ray, which could speed things
up.
Ken Perlin recently updated his perlin noise algorithm with a new
polynomial S-curve function that eliminated second-derivative
discontinuities, maybe that could be of some use as a bounded function...
An isosurface algorithm might have some advantages over the current
solver...it would be easier to add more component types, like plane,
torus, sphere sweep, etc. It might also be faster. It wouldn't be
redundant, though you could do the same shape in an isosurface, a blob
is more specialized and could have some optimizations done.
> Mind you, just testing Gaussian blob iso's with the above function just
> now, it seems that they can be quite difficult to control. Still, they
> seem smooth.
I haven't had a chance to do any experiments, what makes them more
difficult?
--
Christopher James Huff <cja### [at] earthlink net>
http://home.earthlink.net/~cjameshuff/
POV-Ray TAG: chr### [at] tag povray org
http://tag.povray.org/
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Hi,
>
> That only applies to a single component. When you have multiple
> components with different radii and strengths, the gradient doesn't have
> a limit.
That's true, but I think the gradient can be easily _evaluated_ at any
point even
in a mixture, so it may still be of help (i.e we don't have to
approximate
the gradient numerically -- doesn't the current iso code need to do
something
like this?)
> Hmm...the function using exp() is unbounded, isn't it?
Yep.
> In addition to
> the root solving possibly being slower from the use of exp(), each
> component would affect every other component in the blob. With a bounded
> function, one that is only used in a certain distance, you only need to
> compute for the components that affect a ray, which could speed things
> up.
That's a real problem with using exp, although the influence is
effectively bounded
since the drop-off is pretty sharp -- cutting off after n standard
deviations from the
center is an option.
> Ken Perlin recently updated his perlin noise algorithm with a new
> polynomial S-curve function that eliminated second-derivative
> discontinuities, maybe that could be of some use as a bounded function...
Do you have any details of this? Sounds quite interesting...
> > Mind you, just testing Gaussian blob iso's with the above function just
> > now, it seems that they can be quite difficult to control. Still, they
> > seem smooth.
>
> I haven't had a chance to do any experiments, what makes them more
> difficult?
Mainly the problem above; every component has an effect on the whole
thing,
and it can be quite dramatic. So I found that the blob had a tendency to
dramatically change shape with fairly small adjustments in the
parameters. But I'm not very expert at
manipulating blobs, so that might be a problem!
I've appended the scene I'm using for testing below...
--John
#version 3.5;
#include "colors.inc"
#include "functions.inc"
global_settings {assumed_gamma 1.0}
camera {
location <0.0, 0.1, -4.0>
direction 1.5*z
right x*image_width/image_height
look_at <0.0, 0.5, 0.0>
}
sky_sphere {
pigment {
gradient y
color_map {
[0.0 rgb <0.6,0.7,1.0>]
[0.7 rgb <0.0,0.1,0.8>]
}
}
}
light_source {
0*x
color rgb <1, 1, 0.6>
translate <-30, 30, -30>
}
#declare fn_gauss = function(x,y,z,r) { 1.0 - exp(-(x*x + z*z + y*y) /
r) }
#declare fn_blob = function(x,y,z) {
(fn_gauss(x,y,z,0.7) + fn_gauss(x+1, y+1, z, 0.7) +
fn_gauss(x-1,y,z,0.7) + fn_gauss(x, y+2, z, 0.7) +
fn_gauss(x-0.3,y+0.3,z-1,0.7)+fn_gauss(x,y,z,0.1)) / 7.5 } //Six
component blob
isosurface {
function { fn_blob(x, y, z) }
contained_by { box { -4.0, 4.0 } }
threshold 0.75
accuracy 0.01
max_gradient 1
scale 0.3
translate 1*y
texture
{
pigment { color rgbt <1.0, 1.0, 1.0> }
finish
{
ambient 0
diffuse 0.8
}
}
}
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> I am probably misunderstanding you here because you seem to suggest blobs
> are _not_ based on exponential functions?
They're based on the function
density = strength * (1-(distance/radius)^2)^2
which, I believe, is a "power" function, not an exponential one. A
non-constant would have to be in one of the powers for it to be exponential.
- Slime
[ http://www.slimeland.com/ ]
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In article <3da9aaa2$1@news.povray.org> , "Slime" <slm### [at] slimeland com> wrote:
>> I am probably misunderstanding you here because you seem to suggest blobs
>> are _not_ based on exponential functions?
>
> They're based on the function
>
> density = strength * (1-(distance/radius)^2)^2
Yes, yes, because POV-Ray blobs are not the original blobs (Blinn 1982) but
a variation of blobs (Wyvill 1986) and this confuses me every time I think
about blobs. Essentially all what needs to be done is to implement the Binn
blobs and allow switching between the methods. Oh, and btw, somebody should
really add complete quadric support...
Thorsten
____________________________________________________
Thorsten Froehlich, Duisburg, Germany
e-mail: tho### [at] trf de
Visit POV-Ray on the web: http://mac.povray.org
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In article <3DA99C87.2980A601@dcs.gla.ac.uk>,
John Williamson <wil### [at] dcs gla ac uk> wrote:
> That's true, but I think the gradient can be easily _evaluated_ at
> any point even in a mixture, so it may still be of help (i.e we don't
> have to approximate the gradient numerically -- doesn't the current
> iso code need to do something like this?)
Hmm, I'm not sure...
> That's a real problem with using exp, although the influence is
> effectively bounded since the drop-off is pretty sharp -- cutting off
> after n standard deviations from the center is an option.
I did something similar with my glow patch, it was hard to get the
radius large enough to make the cutoff invisible and small enough to be
useful for bounding. It was still of use there because it resembled a
lens flare with sharp edges, but that doesn't apply to blobs.
> > Ken Perlin recently updated his perlin noise algorithm with a new
> > polynomial S-curve function that eliminated second-derivative
> > discontinuities, maybe that could be of some use as a bounded function...
>
> Do you have any details of this? Sounds quite interesting...
The new polynomial is "1 - r*r*(3 - 2*r)".
Here are some tests I've done. The new polynomial is "fn_scurve", but
seems to cause some odd bulges. fn_gauss is yours, fn_oldblob is an
isosurface implementation of the function used in the blob primitive,
and fn_cos is a cosine function that seems to work pretty well. There
are other differences between the results, but I don't have time to
adjust them further.
#declare fn_gauss = function (x, y, z, r) {1.0 - exp(-(x*x + z*z +
y*y)/r)}
#declare scurve = function (r) {1 - r*r*(3 - 2*r)}
#declare fn_scurve = function (x, y, z, r) {scurve(min(1, sqrt(x*x + z*z
+ y*y)/r))}
#declare oldblob = function (r) {pow(1 - r*r, 2)}
#declare fn_oldblob = function (x, y, z, r) {oldblob(min(1, sqrt(x*x +
z*z + y*y)/r))}
#declare fn_cos = function (x, y, z, r) {cos(min(1, sqrt(x*x + z*z +
y*y)/r)*pi)*0.5 + 0.5}
#declare fn_blob =
function (x, y, z) {
/* (fn_gauss(x - 1, y, z, 1.75)
+fn_gauss(x + 1, y, z, 1.75)
+fn_gauss(x, y - 1.7, z, 1.75))/2*/
/* fn_oldblob(x - 1, y, z, 1.75)
+fn_oldblob(x + 1, y, z, 1.75)
+fn_oldblob(x, y - 1.7, z, 1.75)*/
/* fn_scurve(x - 1, y, z, 1.75)
+fn_scurve(x + 1, y, z, 1.75)
+fn_scurve(x, y - 1.7, z, 1.75)*/
fn_cos(x - 1, y, z, 1.75)
+fn_cos(x + 1, y, z, 1.75)
+fn_cos(x, y - 1.7, z, 1.75)
}
--
Christopher James Huff <cja### [at] earthlink net>
http://home.earthlink.net/~cjameshuff/
POV-Ray TAG: chr### [at] tag povray org
http://tag.povray.org/
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> > > Ken Perlin recently updated his perlin noise algorithm with a new
> > > polynomial S-curve function that eliminated second-derivative
> > > discontinuities, maybe that could be of some use as a bounded
function...
> >
> > Do you have any details of this? Sounds quite interesting...
>
> The new polynomial is "1 - r*r*(3 - 2*r)".
Uh, this polynomial doesn't elliminate second derivative discontinuities.
It's the same one currently used for the noise function in POV-Ray. The
second derivative at zero is 6, and the second derivative at 1 is -6.
- Slime
[ http://www.slimeland.com/ ]
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On Sun, 13 Oct 2002 22:25:55 -0400, Christopher James Huff
<chr### [at] mac com> wrote:
>The new polynomial is "1 - r*r*(3 - 2*r)".
That looks like the -2*x^3+3*x^2 evaluated in [0;1] - isn't that what
has been used for cubic interpolation for ages now? I've seen this
formula in the source code in a few places, I think cubic_wave is
based on it as well.
Peter Popov ICQ : 15002700
Personal e-mail : pet### [at] vip bg
TAG e-mail : pet### [at] tag povray org
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Christopher James Huff wrote:
> In article <3DA99C87.2980A601@dcs.gla.ac.uk>,
> John Williamson <wil### [at] dcs gla ac uk> wrote:
>
>>> Ken Perlin recently updated his perlin noise algorithm with a new
>>> polynomial S-curve function that eliminated second-derivative
>>> discontinuities, maybe that could be of some use as a bounded
>>> function...
>>
>> Do you have any details of this? Sounds quite interesting...
>
> The new polynomial is "1 - r*r*(3 - 2*r)".
That's the "old" function, often referred to as "smoothstep function".
That function has a derivative of 6-12*t.
The new function is
6*t^5 - 15*t^4 + 10*t^3
or
t*t*t*(10+t*(6*t-15))
This function has zero first and second derivatives at t=0 and t=1
Details can be found in Ken Perlin's paper at
http://mrl.nyu.edu/~perlin/paper445.pdf
--
Alessandro Falappa
web: http://www.falappa.net/alessandro
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In article <3daa35f2$1@news.povray.org>, "Slime" <slm### [at] slimeland com>
wrote:
> Uh, this polynomial doesn't elliminate second derivative discontinuities.
> It's the same one currently used for the noise function in POV-Ray. The
> second derivative at zero is 6, and the second derivative at 1 is -6.
Copy/paste error. I thought that looked wrong, but forgot to go back and
check it out...that is the one used in the old noise function, the
correct one is:
#declare scurve = function (r) {6*pow(r, 5) - 15*pow(r, 4) + 10*pow(r,
3)}
This will also work, and may be faster in C, though probably not for POV
functions:
#declare scurve = function (r) {((6*r - 15)*r + 10)*r*r*r}
It is bounded, making it more controllable and possible to optimize, and
seems to do fine at eliminating visible discontinuities.
--
Christopher James Huff <cja### [at] earthlink net>
http://home.earthlink.net/~cjameshuff/
POV-Ray TAG: chr### [at] tag povray org
http://tag.povray.org/
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> the
> correct one is:
> #declare scurve = function (r) {6*pow(r, 5) - 15*pow(r, 4) + 10*pow(r,
> 3)}
Sweet. Since this will probably also elliminate the problems with 3D noise,
maybe I'll implement it as a noise_generator option in my patch.
- Slime
[ http://www.slimeland.com/ ]
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In article <3daaf81e@news.povray.org>, "Slime" <slm### [at] slimeland com>
wrote:
> Sweet. Since this will probably also elliminate the problems with 3D noise,
> maybe I'll implement it as a noise_generator option in my patch.
Just replace the SCurve() function in texture.cpp with this
implementation. There are some other optimizations that can be done to
offset the more expensive s-curve function. It will be duplicate work,
since the POV Team is aware of this and probably already has an
implementation, but I don't know of any patches that have been publicly
released.
However, this won't fix all the problems with Perlin noise. The function
still goes to 0 at regular intervals...since the POV version is
re-scaled to the [0, 1] range, it goes to 0.5. If you use a function
with something like "fabs(f_noise() - 0.5)" in it, you will see a grid
pattern. This occurs in POV's implementation (though it doesn't go to
0.5 exactly, probably because of the seed used), my own implementation,
and is visible in Ken Perlin's sample images (use the threshold filter
in some image processing program to see it). This is a result of the way
it is calculated, you can't really get away from it.
There are other noise algorithms, for example, Lewis sparse convolution
noise doesn't have any annoying artifacts that I can find. The drawback
is that it is slower, about half to 1/3 as fast in normal usage from my
experience. (this is normal usage, it has parameters that can make it
arbitrarily slow)
I've done a patch with Lewis noise, I can release it publicly if there
is interest (the POV Team already has it).
--
Christopher James Huff <cja### [at] earthlink net>
http://home.earthlink.net/~cjameshuff/
POV-Ray TAG: chr### [at] tag povray org
http://tag.povray.org/
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Well, the point isn't to elliminate the fact that the pattern is *based* on
a grid, it's just to elliminate the 2nd derivative artifact that is most
visible when the function is used as a normal pattern. This definitely does
the trick, though the grid is, of course, still visible, but less visible
and less intrusive.
I'll post a picture as soon as I get this working.
- Slime
[ http://www.slimeland.com/ ]
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In article <3dab0ca2$1@news.povray.org>, "Slime" <slm### [at] slimeland com>
wrote:
> Well, the point isn't to elliminate the fact that the pattern is *based* on
> a grid, it's just to elliminate the 2nd derivative artifact that is most
> visible when the function is used as a normal pattern. This definitely does
> the trick, though the grid is, of course, still visible, but less visible
> and less intrusive.
> I'll post a picture as soon as I get this working.
I've done enough looking at pictures of noise. ;-)
I spent a couple days looking for the problem before I figured out the
grid artifacts weren't a problem with my implementation.
My point was that this doesn't fix all the problems. Most of the time
when these changes are mentioned, it is implied that they remove all
grid artifacts.
I could do some more work on Lewis noise and release the patch if you
are interested.
--
Christopher James Huff <cja### [at] earthlink net>
http://home.earthlink.net/~cjameshuff/
POV-Ray TAG: chr### [at] tag povray org
http://tag.povray.org/
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Slime wrote:
>> I don't know what is the *correct* or the perfect way to smooth a blob,
>but
>> I just don't like the way the components react to each other sometimes.
>> Sometimes there is a visible edge between two spheres that isn't as smooth
>> as the rest of the blob and usually the appearance of the blob is too
>> smooth.
>
>
>This is due to the exact same mathematical property that causes a similar
>"grid" artifact in the noise function: first derivatives match up, second
>ones don't. It's not an easy problem to solve.
>
> - Slime
>
Actually, I was bothered by this as well, and came up with my own equation
that matches 1st AND 2nd derivatives to 0 at the center and the edge of the
blob component.
In the documentation, they list the blob falloff equation as (1-r^2)^2.
This results in the following values (assuming radius of 1):
Distance from center:
0.0 0.5 1.0
"density" 1.0 0.5625 0.0
1st der. 0.0 -1.5 0.0
2nd der. -4.0 -1.0 8.0
As you can see, the second derivatives are quite large.
My function uses the following equation:
1.0 - (6*r^5 - 15*r^4 + 10*r^3)
This equation yeilds the following values:
Distance from center:
0.0 0.5 1.0
Value 1.0 0.5 1.0
1st der. 0.0 -1.875 0.0
2nd der. 0.0 0.0 0.0
Note that this function has two main advantages over the standard function.
First, it reaches a threshold of 0.5 at exactly half the radius. This
makes calculating the size of your components very precise. Second, the
curvature (i.e. 2nd derivative) is 0 at 0, 0.5, at 1 times the radius. The
benfit of this is that when two components touch, the curvature at the
contact points does not abruptly change (easily noticed if you have a good
eye, but even easier to notice if the surface is reflective/refractive!).
To see this for yourself, calculate the 1st and second derivatives in
symbolic form:
1st: 30*r^2*(r-1)^2
2nd: 120*r*(r-0.5)*(r-1)
Note that the 1st derivative has zeroes (roots) at 0 and 1, whereas the 2nd
derivative has zeroes at 0, 0.5, and 1. Also note that this equation is
symmetric around r=0.5, whereas the standard formula is not. This means
that negative blobs can be used more effectively when placed with the
center at the edge of another component, with the same radius. The
symmetric equations will exactly cancel along the line between the two
components!
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>Actually, I was bothered by this as well, and came up with my own equation
>that matches 1st AND 2nd derivatives to 0 at the center and the edge of the
>blob component.
>.......
>My function uses the following equation:
>1.0 - (6*r^5 - 15*r^4 + 10*r^3)
>
I didn't realize that there were more replies after the first page of ten
(I'm new to this newsgroup thing), and apparently I'm not the first that
came up with this particular equation. That being said, I think it would
be worth hardcoding this particular equation for speed, the way the
standard blob function is hardcoded and optimized. We could call it blob2!
Or smooth_blob!
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In article <web.3e6fc2684cdcaf4d2a3ff2e70@news.povray.org>,
"Retsam" <nomail@nomail> wrote:
> My function uses the following equation:
> 1.0 - (6*r^5 - 15*r^4 + 10*r^3)
Sorry to disappoint you, but not only is this an old, long dead thread,
this equation has already been mentioned in it. I even posted a few
images in povray.binaries.images using it in isosurface blobs.
--
Christopher James Huff <cja### [at] earthlink net>
http://home.earthlink.net/~cjameshuff/
POV-Ray TAG: chr### [at] tag povray org
http://tag.povray.org/
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In article <web.3e6fcf6e4cdcaf4d2a3ff2e70@news.povray.org>,
"Retsam" <nomail@nomail> wrote:
> I didn't realize that there were more replies after the first page of ten
> (I'm new to this newsgroup thing), and apparently I'm not the first that
> came up with this particular equation. That being said, I think it would
> be worth hardcoding this particular equation for speed, the way the
> standard blob function is hardcoded and optimized. We could call it blob2!
> Or smooth_blob!
I am actually working on a blob2 primitive, which will use this function
and a solving method similar to that of the isosurface primitive.
Dropping it into the existing blob primitive is probably possible, but I
don't understand the code nearly well enough, and it would be more
limited than what I plan. The blob2 primitive will support far more
component types, and will be faster than the equivalent isosurface, but
probably slower than the equivalent blob.
--
Christopher James Huff <cja### [at] earthlink net>
http://home.earthlink.net/~cjameshuff/
POV-Ray TAG: chr### [at] tag povray org
http://tag.povray.org/
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