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My personally (!) implemented fourth order Runge-Kutta algorithm calcluated
two million points in about five seconds. Not bad? (Or so I'd like to
believe.) This is a two hour render, moslty because of the depth-four
antialiasing with threshold zero. (Threshold 0.01 made some of the thin
lines dissappear, so I thought what the heck and went to dinner. :)
Problem: The region where the lower "wing" is partially covered with the
upper one is kind of messy. I guess it is because of the nature of
aliasing/antialiasing. Would depth 5 or higher have any effect? What about
renering larger and rescaling? I don't have time for such things right now,
though ...
Regards.
--
---------------------------------------------
Simen Kvaal
Student at the faculty of mathematics and
natural sciences, University of Oslo, Norway.
Webmaster for \hbar (Fysikkforeningen).
e-mail: sim### [at] student matnat uio no
web: http://www.uio.no/~simenkv/
---------------------------------------------
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Attachments:
Download 'l2.gif' (124 KB)
Preview of image 'l2.gif'
![l2.gif](/povray.binaries.images/attachment/%3C39c49409%40news.povray.org%3E/l2.gif?ttop=443840&toff=11900&preview=1)
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My hat's off to you. You've managed to make an excellent [Anthony] Lawrence
attractor. I must see the source for this thing...
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Simen Kvaal wrote:
> My personally (!) implemented fourth order Runge-Kutta algorithm calcluated
> two million points in about five seconds. Not bad? (Or so I'd like to
> believe.) This is a two hour render, moslty because of the depth-four
> antialiasing with threshold zero. (Threshold 0.01 made some of the thin
> lines dissappear, so I thought what the heck and went to dinner. :)
For some scene, you may want to render at, say, a resolution of 8k x 6k and
then use some intelligent viewer to resize to a more modest size. This usually
deals with aliases due to very small objects.
By the way, care to share the implementation of the R-K algorithm ?
Best,
S.
>
>
> Problem: The region where the lower "wing" is partially covered with the
> upper one is kind of messy. I guess it is because of the nature of
> aliasing/antialiasing. Would depth 5 or higher have any effect? What about
> renering larger and rescaling? I don't have time for such things right now,
> though ...
>
> Regards.
>
> --
> ---------------------------------------------
> Simen Kvaal
>
> Student at the faculty of mathematics and
> natural sciences, University of Oslo, Norway.
> Webmaster for \hbar (Fysikkforeningen).
>
> e-mail: sim### [at] student matnat uio no
> web: http://www.uio.no/~simenkv/
> ---------------------------------------------
>
> [Image]
--
----------------------------------------------------------
Steven Pigeon Ph. D. Student.
University of Montreal.
pig### [at] iro umontreal ca Topics: data compression,
pig### [at] jsp umontreal ca signal processing,
ste### [at] research att com non stationnary signals
and wavelets.
----------------------------------------------------------
http://www.iro.umontreal.ca/~pigeon
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>
> By the way, care to share the implementation of the R-K algorithm ?
>
Sure. Is it any group where it fits naturally to post C++ code? I saw
bin.prog. and pov.prog, but it seems it is a bit off topic ...
Simen.
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Simen Kvaal wrote:
>
> >
> > By the way, care to share the implementation of the R-K algorithm ?
> >
>
> Sure. Is it any group where it fits naturally to post C++ code? I saw
> bin.prog. and pov.prog, but it seems it is a bit off topic ...
povray.binaries.utilities would be about as close as you could get...
--
Ken Tyler - 1400+ POV-Ray, Graphics, 3D Rendering, and Raytracing Links:
http://home.pacbell.net/tylereng/index.html http://www.povray.org/links/
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Source posted in p.b.u.
-Simen.
Ken insisted at:
> povray.binaries.utilities would be about as close as you could get...
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Ok compiled the application and ran the two million points... ( way more than
5 seconds for me )
What am i supposed to do with them to produce the image here...
I tried using a 3d spline... I just get one curved line... Not all the
connected lines you see in your pict...
Simen Kvaal wrote:
> My personally (!) implemented fourth order Runge-Kutta algorithm calcluated
> two million points in about five seconds. Not bad? (Or so I'd like to
> believe.) This is a two hour render, moslty because of the depth-four
> antialiasing with threshold zero. (Threshold 0.01 made some of the thin
> lines dissappear, so I thought what the heck and went to dinner. :)
>
> Problem: The region where the lower "wing" is partially covered with the
> upper one is kind of messy. I guess it is because of the nature of
> aliasing/antialiasing. Would depth 5 or higher have any effect? What about
> renering larger and rescaling? I don't have time for such things right now,
> though ...
>
> Regards.
>
> --
> ---------------------------------------------
> Simen Kvaal
>
> Student at the faculty of mathematics and
> natural sciences, University of Oslo, Norway.
> Webmaster for \hbar (Fysikkforeningen).
>
> e-mail: sim### [at] student matnat uio no
> web: http://www.uio.no/~simenkv/
> ---------------------------------------------
>
> [Image]
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