POV-Ray : Newsgroups : povray.binaries.images : Playing with the mesh camera : Re: Playing with the mesh camera Server Time
2 Dec 2023 19:59:15 EST (-0500)
  Re: Playing with the mesh camera  
From: Bald Eagle
Date: 19 May 2023 19:05:00
Message: <web.6467ff86df2a87151f9dae3025979125@news.povray.org>
"Kenneth" <kdw### [at] gmailcom> wrote:

> Thanks. It's a lot of fun to play around with. I also *think* that the blur
> effect is distance-based-- that is, objects nearer the mesh camera are blurred
> more than distant objects. I haven't tried a different scene to confirm that,
> although it seems to follow from the fact that the camera's 40 meshes are
> essentially just translated sideways a little bit. Like having 40 'eyes', but
> spread out over a small 'interocular distance' in total. So distant objects
> should have much less blur, just as they would have much less 3-D depth in a
> human stereo view.

Presumably you could render a top-down view, and project very long normal
vectors from each of the triangle centroids out into the scene to get a diagram
of what's going on...

> > [Josh wrote:]
> >
> > These look really good. I'm amazed at how fast it processes multiple
> > rays for each pixel. At least, it seems to me to be pretty fast.
> >
> Same here. The rendering speed might be due to there being only one 'created'
> mesh, which is then used multiple times. I think a triangle mesh is kept in
> memory (cached?), so that multiple copies take almost no extra time to process.

The way I understand it, is that the triangles in the mesh are all stored as the
original mesh object, and all other instantiations are just that mesh with a
matrix transform applied.

How long do these renders take?  I tried a 1024x768 with some code jr has worked
out, and it was taking so long, that I canceled the render and did a tiny one -
which still seemed quite slow.

- BE

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