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25 Dec 2024 21:09:27 EST (-0500)
  area_illuminate bug (Message 1 to 7 of 7)  
From: stbenge
Subject: area_illuminate bug
Date: 15 Jan 2008 23:20:46
Message: <478d861e@news.povray.org>
Hi,

While building a mesh macro earlier, I noticed a bug when using the 
area_illuminate keyword with an open object. The new keyword treats all 
open objects as if they have double_illuminate enabled in their object 
definitions. This probably explains my confusion during earlier attempts 
to use area_illuminate with shadowless light sources.

Since I found no mention of this in the change log, I will assume it has 
not yet been observed.

I am running 3.7.beta.24 on Windows XP.

Sam


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From: Warp
Subject: Re: area_illuminate bug
Date: 16 Jan 2008 03:27:18
Message: <478dbfe5@news.povray.org>
stbenge <stb### [at] hotmailcom> wrote:
> While building a mesh macro earlier, I noticed a bug when using the 
> area_illuminate keyword with an open object. The new keyword treats all 
> open objects as if they have double_illuminate enabled in their object 
> definitions. This probably explains my confusion during earlier attempts 
> to use area_illuminate with shadowless light sources.

  It's not a bug, it's intentional. I forgot to mention this in the release
notes.

  Area lights with area_illumination treat all objects as if they were
double-illuminated. The reason for this is that without this objects would
have ugly sharp shadow lines (much sharper than with a point light!).

  The problem happens when povray has to decide whether a normal vector
is pointing towards a light source (in which case illumination is calculated)
or away from it (in which case illumination from that light source is
completely skipped). There are three possible solutions for this:

1) Treat all objects as double-illuminated. The advantage of this is that
   the decision is very fast to make, and closed surfaces will self-shadow
   and present no problems. Only open surfaces present problems.

2) Calculate whether any part of the area light is visible from the current
   point by a more complicated algorithm. (Maybe testing against each corner
   of the area light could be enough, except in the case of the circular
   area light.) This will make the whole rendering slower because the
   algorithm would be spawned for each intersection point between a ray
   and a surface. It also may cause artifacts on the "dark side" of open
   surfaces, in which case it's not really a solution at all.

3) Just treat the area light as if it was a basic grid of point lights
   which results in perfect lighting (at least if the grid is dense enough),
   but there would be absolutely no speed benefit in having a specialized
   area_illumination feature as the exact same effect (including speedwise)
   could be accomplished by simply creating a grid of point lights.

  Which one do you prefer?

-- 
                                                          - Warp


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From: stbenge
Subject: Re: area_illuminate bug
Date: 16 Jan 2008 16:58:39
Message: <478e7e0f@news.povray.org>
Warp wrote:
> 1) Treat all objects as double-illuminated. The advantage of this is that
>    the decision is very fast to make, and closed surfaces will self-shadow
>    and present no problems. Only open surfaces present problems.
> 
> 2) Calculate whether any part of the area light is visible from the current
>    point by a more complicated algorithm. (Maybe testing against each corner
>    of the area light could be enough, except in the case of the circular
>    area light.) This will make the whole rendering slower because the
>    algorithm would be spawned for each intersection point between a ray
>    and a surface. It also may cause artifacts on the "dark side" of open
>    surfaces, in which case it's not really a solution at all.
> 
> 3) Just treat the area light as if it was a basic grid of point lights
>    which results in perfect lighting (at least if the grid is dense enough),
>    but there would be absolutely no speed benefit in having a specialized
>    area_illumination feature as the exact same effect (including speedwise)
>    could be accomplished by simply creating a grid of point lights.
> 
>   Which one do you prefer?

Well, since 3) would be the same as a grid of area_lights, I consider it 
  no new solution. Seeing how 2) produces artifacts in every case, I 
rule it out. Which leaves me cheering for 1). How often do I really use 
open objects? Rarely, and only under certain circumstances.

The only problem I can see is when you have a semi-transparent object. 
The forced double illumination shows up there. This is no big deal for 
me though.

Thanks~

Sam


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From: Slime
Subject: Re: area_illuminate bug
Date: 16 Jan 2008 23:57:22
Message: <478ee032$1@news.povray.org>
> 3) Just treat the area light as if it was a basic grid of point lights
>    which results in perfect lighting (at least if the grid is dense
enough),
>    but there would be absolutely no speed benefit in having a specialized
>    area_illumination feature as the exact same effect (including
speedwise)
>    could be accomplished by simply creating a grid of point lights.

Why is that? I thought the speed benefit came from the adaptive sampling.
You can still do the adaptive sampling, but you basically move the normal
dot product check to the point where you trace an individual ray. So instead
of

if ( CheckNormalDirection( lightCenter ) || doubleIlluminated )
{
  For each samplePoint in ComplicatedAdaptiveSampling()
  {
    TraceShadowRay( samplePoint )
  }
}

you have

For each sample point in ComplicatedAdaptiveSampling()
{
  if ( CheckNormalDirection( samplePoint ) || doubleIlluminated )
  {
    TraceShadowRay( samplePoint )
  }
}

Obviously I've simplified the problem a lot so it might not be that easy,
but it seems like all you have to do is take the current implementation and,
if double illumination is off, add a dot product check between the normal
and the direction to the sample point before tracing a shadow ray.

 - Slime
 [ http://www.slimeland.com/ ]


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From: Warp
Subject: Re: area_illuminate bug
Date: 17 Jan 2008 05:20:44
Message: <478f2bfc@news.povray.org>
It may be actually possible to do something like you suggest. I'll look
into it.

-- 
                                                          - Warp


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From: Warp
Subject: Re: area_illuminate bug
Date: 19 Jan 2008 10:25:57
Message: <47921685@news.povray.org>
Using Slime's suggestion I was actually able to fix the double illumination
problem, and it even doesn't cause a significant slowdown.

-- 
                                                          - Warp


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From: stbenge
Subject: Re: area_illuminate bug
Date: 19 Jan 2008 17:43:48
Message: <47927d24@news.povray.org>
Warp wrote:
>   Using Slime's suggestion I was actually able to fix the double illumination
> problem, and it even doesn't cause a significant slowdown.
> 
Yes! And you had me believing it couldn't be done ;) Cheers to the both 
of you!

Sam


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