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27 Sep 2024 17:19:50 EDT (-0400)
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From: Kari Kivisalo
Subject: Re: 3.5 Blurred Reflection
Date: 17 Oct 2001 09:35:36
Message: <3BCD892B.2AAF86F8@engineer.com>
Can you do blurred transmission too?

_____________
Kari Kivisalo


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From: Trevor Quayle
Subject: Re: 3.5 Blurred Reflection
Date: 17 Oct 2001 11:11:06
Message: <3bcd9f8a@news.povray.org>
Do you mean like this?

-tgq



"Kari Kivisalo" <ray### [at] engineercom> wrote in message
news:3BCD892B.2AAF86F8@engineer.com...
>
> Can you do blurred transmission too?
>
> _____________
> Kari Kivisalo


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Attachments:
Download 'Sheet.jpg' (66 KB)

Preview of image 'Sheet.jpg'
Sheet.jpg


 

From: Kari Kivisalo
Subject: Re: 3.5 Blurred Reflection
Date: 17 Oct 2001 11:42:16
Message: <3BCDA6DB.2D767BA3@engineer.com>
Trevor Quayle wrote:
> 
> Do you mean like this?

Yes. Another key step towards realism :) I had plans to try
this with multiple averaged bumps at different base frequencies
but never got around calculating the required contributions
and scale factors. 

_____________
Kari Kivisalo


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From: Ron Parker
Subject: Re: 3.5 Blurred Reflection
Date: 17 Oct 2001 13:41:10
Message: <slrn9srglc.cb8.ron.parker@fwi.com>
On Wed, 17 Oct 2001 18:42:19 +0300, Kari Kivisalo wrote:
>Trevor Quayle wrote:
>> 
>> Do you mean like this?
>
>Yes. Another key step towards realism :) I had plans to try
>this with multiple averaged bumps at different base frequencies
>but never got around calculating the required contributions
>and scale factors. 

Besides blurred transmission, there's another cool benefit to this method:
anisotropic blurring.

The first picture has no blurring.
The second picture has isotropic blurring.
The third picture has anisotropic blurring; the bumps are much taller than 
they are wide.  In a way, the cylinder has lots of vertical microscratches.


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Attachments:
Download 'blur-none.jpg' (51 KB) Download 'blur-isotropic.jpg' (33 KB) Download 'blur-anisotropic.jpg' (38 KB)

Preview of image 'blur-none.jpg'
blur-none.jpg

Preview of image 'blur-isotropic.jpg'
blur-isotropic.jpg

Preview of image 'blur-anisotropic.jpg'
blur-anisotropic.jpg


 

From: Kari Kivisalo
Subject: Re: 3.5 Blurred Reflection
Date: 17 Oct 2001 14:30:21
Message: <3BCDCE3F.A794F6EB@engineer.com>
Ron Parker wrote:
>
> anisotropic blurring.

Didn't someone ask about brushed/machined metal textures?
Let's see some :)


_____________
Kari Kivisalo


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From: Ron Parker
Subject: Re: 3.5 Blurred Reflection
Date: 17 Oct 2001 14:32:13
Message: <slrn9srjlf.ct6.ron.parker@fwi.com>
On Wed, 17 Oct 2001 21:30:23 +0300, Kari Kivisalo wrote:
>Ron Parker wrote:
>>
>> anisotropic blurring.
>
>Didn't someone ask about brushed/machined metal textures?
>Let's see some :)

Well, the downside of this is that it requires antialiasing for the whole
scene.  In my case, I rendered with +a0.0 +am2 +r5, which takes forever
even for that size image even on an Athlon 1.4GHz.

-- 
#macro R(P)z+_(P)_(P)_(P+1)_(P+1)+z#end#macro Q(C)bicubic_patch{type 1u_steps 6
v_steps 6R(1)R(3)R(5)R(7)translate 9*z-2pigment{rgb z}}#end#macro _(Y)#local X=
asc(substr(C,Y,1))-65;<mod(X,4)div(X,4)>#end#local O=union{Q("ABEFUQWS")Q(// RON
"WSXTLOJN")}Q("JNKLCGCD")union{O}union{O translate 3*x}light_source{x 1}//PARKER


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From: JRG
Subject: Re: 3.5 Blurred Reflection
Date: 17 Oct 2001 14:34:52
Message: <3bcdcf4c@news.povray.org>
"Ron Parker" <ron### [at] povrayorg> ha scritto nel messaggio
news:slr### [at] fwicom...
> On Wed, 17 Oct 2001 21:30:23 +0300, Kari Kivisalo wrote:
> >Ron Parker wrote:
> >>
> >> anisotropic blurring.
> >
> >Didn't someone ask about brushed/machined metal textures?
> >Let's see some :)
>
> Well, the downside of this is that it requires antialiasing for the whole
> scene.  In my case, I rendered with +a0.0 +am2 +r5, which takes forever
> even for that size image even on an Athlon 1.4GHz.

...which too bad does not make it likely to be used in *real* scenes :-(


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From: Ron Parker
Subject: Re: 3.5 Blurred Reflection
Date: 17 Oct 2001 16:36:43
Message: <slrn9srqus.e3o.ron.parker@fwi.com>
On Wed, 17 Oct 2001 20:34:36 +0200, JRG wrote:
>"Ron Parker" <ron### [at] povrayorg> ha scritto nel messaggio
>news:slr### [at] fwicom...
>> On Wed, 17 Oct 2001 21:30:23 +0300, Kari Kivisalo wrote:
>> >Ron Parker wrote:
>> >>
>> >> anisotropic blurring.
>> >
>> >Didn't someone ask about brushed/machined metal textures?
>> >Let's see some :)
>>
>> Well, the downside of this is that it requires antialiasing for the whole
>> scene.  In my case, I rendered with +a0.0 +am2 +r5, which takes forever
>> even for that size image even on an Athlon 1.4GHz.
>
>...which too bad does not make it likely to be used in *real* scenes :-(

Here's another one, with slightly less blurring because I rendered it on 
my P200 rather than my Athlon.  It's notable for the jaggy lines in the
checkerboard floor...

Rendered with a development build of 3.5, but with a custom patch.  Whether
that patch makes it into 3.5 or into the next MegaPOV is something I need to
discuss with some people.  Render time was 4:32, which isn't bad for a P200.
The cylinder was supersampled 25 times per ray (vs. 1089 for the images I 
posted before.)

So what's so special about this patch compared to the old reflection blur?
Well, let's just say it's not limited to reflection, shall we?


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Preview of image 'jb.jpg'
jb.jpg


 

From: JRG
Subject: Re: 3.5 Blurred Reflection
Date: 17 Oct 2001 16:44:00
Message: <3bcded90@news.povray.org>
"Ron Parker" <ron### [at] povrayorg> ha scritto nel messaggio
news:slr### [at] fwicom...
> On Wed, 17 Oct 2001 20:34:36 +0200, JRG wrote:
> >"Ron Parker" <ron### [at] povrayorg> ha scritto nel messaggio
> >news:slr### [at] fwicom...
> >> On Wed, 17 Oct 2001 21:30:23 +0300, Kari Kivisalo wrote:
> >> >Ron Parker wrote:
> >> >>
> >> >> anisotropic blurring.
> >> >
> >> >Didn't someone ask about brushed/machined metal textures?
> >> >Let's see some :)
> >>
> >> Well, the downside of this is that it requires antialiasing for the
whole
> >> scene.  In my case, I rendered with +a0.0 +am2 +r5, which takes forever
> >> even for that size image even on an Athlon 1.4GHz.
> >
> >...which too bad does not make it likely to be used in *real* scenes :-(
>
> Here's another one, with slightly less blurring because I rendered it on
> my P200 rather than my Athlon.  It's notable for the jaggy lines in the
> checkerboard floor...
>
> Rendered with a development build of 3.5, but with a custom patch.
Whether
> that patch makes it into 3.5 or into the next MegaPOV is something I need
to
> discuss with some people.  Render time was 4:32, which isn't bad for a
P200.
> The cylinder was supersampled 25 times per ray (vs. 1089 for the images I
> posted before.)
>
> So what's so special about this patch compared to the old reflection blur?
> Well, let's just say it's not limited to reflection, shall we?

*droooooooling*  :-|_

(something like stochastic raytracing?)

--
Jonathan.


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From: Ron Parker
Subject: Re: 3.5 Blurred Reflection
Date: 17 Oct 2001 17:10:51
Message: <slrn9srsur.e53.ron.parker@fwi.com>
On Wed, 17 Oct 2001 22:43:44 +0200, JRG wrote:
>> So what's so special about this patch compared to the old reflection blur?
>> Well, let's just say it's not limited to reflection, shall we?
>
>(something like stochastic raytracing?)

Sort of.  I've added a "supersample n,d" statement to the finish statement,
which causes POV to evaluate the texture n times while jittering the normal's
evaluation point within d of the actual evaluation point.  That means that,
if you have the CPU horsepower, you can do blurred isotropic reflection as
with the old patch, but also blurred anisotropic reflection, both kinds of
transmission, and maybe even real specular highlights, just by adding a 
very small-scale normal to the surface.

I, of course, don't have that kind of horsepower.  But here's a sample of
blurred transmission that was within reach of my limited CPU.  The stats
are included for the curious:

Done Tracing
Statistics for blur.pov, Resolution 320 x 240
----------------------------------------------------------------------------
Pixels:           76800   Samples:           76800   Smpls/Pxl: 1.00
Rays:           1395150   Saved:                 0   Max Level: 3/5
----------------------------------------------------------------------------
Ray->Shape Intersection          Tests       Succeeded  Percentage
----------------------------------------------------------------------------
Box                            2726599         1054773     38.68
Cone/Cylinder                 10906396           22138      0.20
Plane                          5453198         2035619     37.33
Sphere                         2726599         2726599    100.00
----------------------------------------------------------------------------
Calls to Noise:            5679714   Calls to DNoise:        6998074
----------------------------------------------------------------------------
Shadow Ray Tests:         10651592   Succeeded:               794019
Refracted Rays:            1318350
----------------------------------------------------------------------------
Smallest Alloc:                 16 bytes   Largest:            12040
Peak memory used:            94390 bytes
----------------------------------------------------------------------------
Time For Trace:    0 hours  7 minutes  26.0 seconds (446 seconds)
    Total Time:    0 hours  7 minutes  26.0 seconds (446 seconds)


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blur3.jpg


 

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