POV-Ray : Newsgroups : povray.binaries.images : Arbitrary area light Server Time
1 Aug 2024 06:24:09 EDT (-0400)
  Arbitrary area light (Message 4 to 13 of 13)  
<<< Previous 3 Messages Goto Initial 10 Messages
From: Carlo C 
Subject: Re: Arbitrary area light
Date: 18 Jan 2009 04:30:01
Message: <web.4972f5a39cf147cb1fb889f00@news.povray.org>
"fidos" <fid### [at] wanadoofr> wrote:
> Hello,
>
> The same scene rendered with mcpov.
> I think the rendering was around 8 hours on 4 cores (Intel Q6600 2.4 GHz).
>
> Regards,
> Fidos

Long live the McPov!

--
Carlo


Post a reply to this message

From: Bill Pragnell
Subject: Re: Arbitrary area light
Date: 18 Jan 2009 06:50:00
Message: <web.4973171a9cf147cbd10cb1e70@news.povray.org>
"Carlo C." <nomail@nomail> wrote:
> "fidos" <fid### [at] wanadoofr> wrote:
> > Hello,
> >
> > The same scene rendered with mcpov.
> > I think the rendering was around 8 hours on 4 cores (Intel Q6600 2.4 GHz).
> >
> > Regards,
> > Fidos
>
> Long live the McPov!

When/if it gets a fancy release, it just begs to have a tartan POV logo :)


Post a reply to this message

From: clipka
Subject: Re: Arbitrary area light
Date: 18 Jan 2009 07:15:01
Message: <web.49731cd19cf147cbfb23a32b0@news.povray.org>
"Mike Hough" <nos### [at] nospamcom> wrote:
> According to the IRTC text file the original took 2 hours to render using
> 106 processors (1.9GHz P3s - 2.3GHz P4s) from Swinburne
> Astrophysics and Supercomputing Farm, Australia.

Why on earth would such a shot take 10 CPU days to render?!

There's not even reflection in it.


Post a reply to this message

From: Carlo C 
Subject: Re: Arbitrary area light
Date: 18 Jan 2009 09:00:00
Message: <web.497335dc9cf147cb1fb889f00@news.povray.org>
"clipka" <nomail@nomail> wrote:
> "Mike Hough" <nos### [at] nospamcom> wrote:
> > According to the IRTC text file the original took 2 hours to render using
> > 106 processors (1.9GHz P3s - 2.3GHz P4s) from Swinburne
> > Astrophysics and Supercomputing Farm, Australia.
>
> Why on earth would such a shot take 10 CPU days to render?!
>
> There's not even reflection in it.

Try to believe.
I have a suspicion:  error_bound 0.02

;-)

--
Carlo


Post a reply to this message

From: clipka
Subject: Re: Arbitrary area light
Date: 18 Jan 2009 10:55:01
Message: <web.49734fc19cf147cbfb23a32b0@news.povray.org>
"Carlo C." <nomail@nomail> wrote:
> > Why on earth would such a shot take 10 CPU days to render?!
> >
> > There's not even reflection in it.
>
> Try to believe.
> I have a suspicion:  error_bound 0.02

In any case it smells like a bad choice of radiosity parameters...


Post a reply to this message

From: Mike Hough
Subject: Re: Arbitrary area light
Date: 18 Jan 2009 15:37:43
Message: <49739317$1@news.povray.org>
The low error bound is one reason but the scene is also constructed entirely 
of CSG. Some manual bounding of the objects in the scene might help speed it 
up.


"clipka" <nomail@nomail> wrote in message 
news:web.49731cd19cf147cbfb23a32b0@news.povray.org...
> "Mike Hough" <nos### [at] nospamcom> wrote:
>> According to the IRTC text file the original took 2 hours to render using
>> 106 processors (1.9GHz P3s - 2.3GHz P4s) from Swinburne
>> Astrophysics and Supercomputing Farm, Australia.
>
> Why on earth would such a shot take 10 CPU days to render?!
>
> There's not even reflection in it.
>
>


Post a reply to this message

From: Mike Hough
Subject: Re: Arbitrary area light
Date: 18 Jan 2009 15:43:19
Message: <49739467@news.povray.org>
Very nice. My version is a bit grainy which makes me wonder if mcpov would 
give the same result in the same amount of time.


"fidos" <fid### [at] wanadoofr> wrote in message 
news:web.4972ead49cf147cb6cc3f9360@news.povray.org...
> Hello,
>
> The same scene rendered with mcpov.
> I think the rendering was around 8 hours on 4 cores (Intel Q6600 2.4 GHz).
>
> Regards,
> Fidos
>


Post a reply to this message

From: nemesis
Subject: Re: Arbitrary area light
Date: 18 Jan 2009 16:15:01
Message: <web.49739b609cf147cb57817c010@news.povray.org>
"clipka" <nomail@nomail> wrote:
> "Mike Hough" <nos### [at] nospamcom> wrote:
> > According to the IRTC text file the original took 2 hours to render using
> > 106 processors (1.9GHz P3s - 2.3GHz P4s) from Swinburne
> > Astrophysics and Supercomputing Farm, Australia.
>
> Why on earth would such a shot take 10 CPU days to render?!
>
> There's not even reflection in it.

This was back in 2002. :)

http://propro.ru/go/gallery/html/us2002.html

Perhaps it's because the scene consists of CSG primitives rather than
polygons...


Post a reply to this message

From: Bob Hughes
Subject: Re: Arbitrary area light
Date: 18 Jan 2009 19:48:45
Message: <4973cded$1@news.povray.org>
Hiya Mike!

Yours has more pop to it, other looks bland to me.
Something I noticed almost immediately, though, is how closer to street 
level on the mid-ground left side the MCPOV rendering has a darkening that 
makes more sense. But overall it seems dull. Question is then, I wonder why 
yours lacks the darkness between buildings when other parts are actually 
darker than in the MCPOV render...? Must be something about illumination 
bounce over distance, I'm thinking.

First thought about this scene was the overwhelming blue... my favorite 
color. Just confusing thing about possibly being twilight and would this 
really be that blue if so. Can't imagine even totally white buildings being 
that blue in the evening (or morning) I guess.  ;^)

Bob


Post a reply to this message

From: Mike Hough
Subject: Re: Arbitrary area light
Date: 18 Jan 2009 21:02:20
Message: <4973df2c$1@news.povray.org>
Hey Bob.  Been awhile.

It may be that my method doesn't take it account the lighting contribution 
of nearby surfaces. All it does is test for shadows at each point using the 
vectors defined by the user. It is a cheap trick but it works. At the time I 
made the patch hemispherical lights were all the rage.

Mike


"Bob Hughes" <omniverse charter net> wrote in message 
news:4973cded$1@news.povray.org...
> Hiya Mike!
>
> Yours has more pop to it, other looks bland to me.
> Something I noticed almost immediately, though, is how closer to street 
> level on the mid-ground left side the MCPOV rendering has a darkening that 
> makes more sense. But overall it seems dull. Question is then, I wonder 
> why yours lacks the darkness between buildings when other parts are 
> actually darker than in the MCPOV render...? Must be something about 
> illumination bounce over distance, I'm thinking.
>
> First thought about this scene was the overwhelming blue... my favorite 
> color. Just confusing thing about possibly being twilight and would this 
> really be that blue if so. Can't imagine even totally white buildings 
> being that blue in the evening (or morning) I guess.  ;^)
>
> Bob
>


Post a reply to this message

<<< Previous 3 Messages Goto Initial 10 Messages

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