POV-Ray : Newsgroups : povray.advanced-users : Turning squares into a smooth isosurface Server Time
29 Jul 2024 08:10:20 EDT (-0400)
  Turning squares into a smooth isosurface (Message 3 to 12 of 22)  
<<< Previous 2 Messages Goto Latest 10 Messages Next 10 Messages >>>
From: ABX
Subject: Re: Turning squares into a smooth isosurface
Date: 8 Apr 2003 10:14:00
Message: <e4m59voqjep5o5h06ojj5qabte823uoduv@4ax.com>
On 8 Apr 2003 10:07:32 -0400, Warp <war### [at] tagpovrayorg> wrote:
> My idea: Instead of making a function which takes the .gray value of
> the pigment function, make this function to take several .gray values
> from the pigment function and average them together (perhaps with a weight
> value if you want).

tests of my proxity/blur pattern: http://news.povray.org/search/?s=proximity

ABX


Post a reply to this message

From: Christopher James Huff
Subject: Re: Turning squares into a smooth isosurface
Date: 8 Apr 2003 11:41:51
Message: <cjameshuff-324DEE.11411308042003@netplex.aussie.org>
In article <e4m59voqjep5o5h06ojj5qabte823uoduv@4ax.com>,
 ABX <abx### [at] abxartpl> wrote:

> tests of my proxity/blur pattern: http://news.povray.org/search/?s=proximity

I kind of wish you would stop calling it that, it has little to do with 
proximity and only resembles the proximity pattern. Just "blur" is more 
precise.

-- 
Christopher James Huff <cja### [at] earthlinknet>
http://home.earthlink.net/~cjameshuff/
POV-Ray TAG: chr### [at] tagpovrayorg
http://tag.povray.org/


Post a reply to this message

From: ABX
Subject: Re: Turning squares into a smooth isosurface
Date: 8 Apr 2003 11:57:47
Message: <8hr59voc6g4am2j1uhcmlti3nffc80pcj1@4ax.com>
On Tue, 08 Apr 2003 11:41:14 -0400, Christopher James Huff
<cja### [at] earthlinknet> wrote:
> In article <e4m59voqjep5o5h06ojj5qabte823uoduv@4ax.com>,
> ABX <abx### [at] abxartpl> wrote:
>
> > tests of my proxity/blur pattern: http://news.povray.org/search/?s=proximity
>
> I kind of wish you would stop calling it that, it has little to do with 
> proximity and only resembles the proximity pattern. Just "blur" is more 
> precise.

Sadly I'm not language expert but I looked into my dictionary and I think used
algorithm fits in both. Sorry if it bother you but
http://news.povray.org/search/?s=blur does not return as precise answer as I
wanted express.

ABX


Post a reply to this message

From: Greg M  Johnson
Subject: Re: Turning squares into a smooth isosurface
Date: 8 Apr 2003 12:02:43
Message: <3e92f2a3$1@news.povray.org>
Thanks to Warp: I'll try this as soon as I digest it.

ABX:  Could you please post an example of what it would do with, say,  an
Arial Black  uppercase "T"?  Thanks.  I'm looking for more rounding than the
example you showed, but perhaps it's a function of the starting shape.


"ABX" <abx### [at] abxartpl> wrote in message
news:e4m59voqjep5o5h06ojj5qabte823uoduv@4ax.com...
> On 8 Apr 2003 10:07:32 -0400, Warp <war### [at] tagpovrayorg> wrote:
> > My idea: Instead of making a function which takes the .gray value of
> > the pigment function, make this function to take several .gray values
> > from the pigment function and average them together (perhaps with a
weight
> > value if you want).
>
> tests of my proxity/blur pattern:
http://news.povray.org/search/?s=proximity
>
> ABX


Post a reply to this message

From: ABX
Subject: Re: Turning squares into a smooth isosurface
Date: 8 Apr 2003 12:07:27
Message: <los59vs9ml014990ptq5j85s862mvb2o9v@4ax.com>
On Tue, 8 Apr 2003 12:01:54 -0400, "Greg M. Johnson" <gregj:-)565### [at] aolcom>
wrote:
> ABX:  Could you please post an example of what it would do with, say,  an
> Arial Black  uppercase "T"?  Thanks.  I'm looking for more rounding than the
> example you showed, but perhaps it's a function of the starting shape.

http://news.povray.org/upf76ugdq6dlluklhiib1umos8qsk8k7hc%404ax.com

ABX


Post a reply to this message

From: Greg M  Johnson
Subject: Re: Turning squares into a smooth isosurface
Date: 8 Apr 2003 12:24:34
Message: <3e92f7c2$1@news.povray.org>
Fascinating.

Right now the code says, "if any sample is close, return 1".

How could one change it to "the average of all the samples I collected" ?


"ABX" <abx### [at] abxartpl> wrote in message
news:los59vs9ml014990ptq5j85s862mvb2o9v@4ax.com...
>
> http://news.povray.org/upf76ugdq6dlluklhiib1umos8qsk8k7hc%404ax.com
>
> ABX


Post a reply to this message

From: ABX
Subject: Re: Turning squares into a smooth isosurface
Date: 8 Apr 2003 12:42:11
Message: <equ59vkh11c4tdc66qko6ikpcl34vc7j2j@4ax.com>
On Tue, 8 Apr 2003 12:23:45 -0400, "Greg M. Johnson" <gregj:-)565### [at] aolcom>
wrote:

> Right now the code says, "if any sample is close, return 1".
> How could one change it to "the average of all the samples I collected" ?

I'm affraid I do not understand the question or you do not understand code.

ABX


Post a reply to this message

From: Greg M  Johnson
Subject: Re: Turning squares into a smooth isosurface
Date: 8 Apr 2003 13:16:31
Message: <3e9303ef@news.povray.org>
Got it.  I changed the final line of your macro to:
function{ Proximity(x,y,z)}


I not only wanted rounding in the "armpits" of the T but also rounding off
of the extremities.  The version posted in your link had *both* the points
closeby and the entirety of the object itself.


Post a reply to this message

From: Christopher James Huff
Subject: Re: Turning squares into a smooth isosurface
Date: 8 Apr 2003 17:18:33
Message: <cjameshuff-CF57FE.17174208042003@netplex.aussie.org>
In article <8hr59voc6g4am2j1uhcmlti3nffc80pcj1@4ax.com>,
 ABX <abx### [at] abxartpl> wrote:

> Sadly I'm not language expert but I looked into my dictionary and I think used
> algorithm fits in both.

Proximity
n. The state or fact of being near or next; nearness.


The proximity pattern uses the minimum or average distance to the 
surface of the object, in other words, nearness. Your function returns a 
value based on the volume of nearby space taken up by the object, which 
is not at all the same thing. You can have proximity to flat objects 
like triangles, or even single points, but they have no volume and will 
be invisible to your function, which is closer to a convolution blur 
matrix. A point 100 units from a triangle will be the same as one 
immediately next to the triangle with your function.

"blur" or "smooth" would be accurate terms for describing your function, 
"proximity" is not.


> Sorry if it bother you but http://news.povray.org/search/?s=blur does 
> not return as precise answer as I wanted express.

http://news.povray.org/search/?s=proximity only gives something close 
because of the wrong term being used to describe the function. 
http://news.povray.org/povray.text.scene-files/22075/ would be better.

-- 
Christopher James Huff <cja### [at] earthlinknet>
http://home.earthlink.net/~cjameshuff/
POV-Ray TAG: chr### [at] tagpovrayorg
http://tag.povray.org/


Post a reply to this message

From: ABX
Subject: Re: Turning squares into a smooth isosurface
Date: 9 Apr 2003 03:17:51
Message: <oig79v0ogstjpldan48el31la2a9f1ulp3@4ax.com>
On Tue, 08 Apr 2003 17:17:42 -0400, Christopher James Huff
<cja### [at] earthlinknet> wrote:

>In article <8hr59voc6g4am2j1uhcmlti3nffc80pcj1@4ax.com>,
> ABX <abx### [at] abxartpl> wrote:
>
> > Sadly I'm not language expert but I looked into my dictionary and I think used
> > algorithm fits in both.
>
> Proximity
> n. The state or fact of being near or next; nearness.

Arent't near locations only highlighted in
http://news.povray.org/povray.binaries.images/22100/150459/proximity.jpg ?

> The proximity pattern uses the minimum or average distance to the 
> surface of the object, in other words, nearness.

I know algorithm of your pattern from old MegaPOV but is there any other source
where such implementation of "proximity" exist ? Is "distance" the only
appearance of "proximity"? Can't blur with specified amount/radius builded over
monochrome pattern also mean proximity with clipped values ?

> You can have proximity to flat objects like triangles, or even single points,
> but they have no volume and will be invisible to your function.

IIRC I never stated I made 3D pattern. My intention was to build 2D pattern
builded only for cross-section of object. I never stated my solution was
perfect. I wanted isosurface beveling working on crossection of objects
(http://news.povray.org/povray.binaries.images/24383/ ) so I wanted to obtain 2D
effect similiar to proximity patch using blur until somebody reintroduce your
patch in 3.5. In further changes (which was never released) of this macro I
internally used f_r() function which simply returned distance. And that's why I
refer to it as "proximity/blur". I will try to remember to use this always in
that form in that future.

> > Sorry if it bother you but http://news.povray.org/search/?s=blur does 
> > not return as precise answer as I wanted express.
>
> http://news.povray.org/search/?s=proximity only gives something close 
> because of the wrong term being used to describe the function. 
> http://news.povray.org/povray.text.scene-files/22075/ would be better.

No. Your proposed link is only 1/6 of my intention. 50% of my intention was to
point out that there is a search engine available and 50% was to point out that
there are _3_ threads from me related to the subject.

ABX


Post a reply to this message

<<< Previous 2 Messages Goto Latest 10 Messages Next 10 Messages >>>

Copyright 2003-2023 Persistence of Vision Raytracer Pty. Ltd.