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2 Aug 2024 04:16:57 EDT (-0400)
  Motecarlo path tracing with MegaPov 1.2.1 (Message 11 to 20 of 161)  
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From: fidos
Subject: Re: Motecarlo path tracing with MegaPov 1.2.1
Date: 3 Feb 2008 03:10:01
Message: <web.47a5766edcec6a9fce311500@news.povray.org>
> Yes, here it is, a wonderful scene to test lighting schemes full of nice
> geometry and materials:
>
http://news.povray.org/povray.binaries.scene-files/thread/%3C453f8a68%40news.povray.org%3E/?ttop=260158&toff=50

Funny because I arready used it to play. Here a pure result at low res ans
stopped after a few iteration.

Regards,
Fidos


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From: Warp
Subject: Re: Motecarlo path tracing with MegaPov 1.2.1
Date: 3 Feb 2008 03:37:40
Message: <47a57d54$1@news.povray.org>
fidos wrote:
> It gives me the idea to patch the source code of MegaPov 1.2.1 in order to
> handle Montecarlo Path Tracing.

  So you basically do the exact same thing that the current radiosity
code does, but without the optimizations? (The current radiosity method
*uses* the monte-carlo method, with optimizations.)

  I really fail to see the advantage.


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From: nemesis
Subject: Re: Motecarlo path tracing with MegaPov 1.2.1
Date: 3 Feb 2008 06:55:01
Message: <web.47a5ab67dcec6a9fce60c5620@news.povray.org>
"fidos" <fid### [at] wanadoofr> wrote:
> > Yes, here it is, a wonderful scene to test lighting schemes full of nice
> > geometry and materials:
> >
http://news.povray.org/povray.binaries.scene-files/thread/%3C453f8a68%40news.povray.org%3E/?ttop=260158&toff=50
>
> Funny because I arready used it to play. Here a pure result at low res ans
> stopped after a few iteration.

hah!  I deserve it... :P


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From: fidos
Subject: Re: Motecarlo path tracing with MegaPov 1.2.1
Date: 3 Feb 2008 07:15:00
Message: <web.47a5af61dcec6a9fce311500@news.povray.org>
Warp <war### [at] tagpovrayorg> wrote:
> fidos wrote:
>   So you basically do the exact same thing that the current radiosity
> code does, but without the optimizations? (The current radiosity method
> *uses* the monte-carlo method, with optimizations.)
Everything is solve at the rendering time (no pretrace for radiosity). It is the
integration of the different light paths from the eye to the emissive lights
that produce the image (no shadow ray, fong models, etc.).
>
>   I really fail to see the advantage.
The main advantage is that the image is more accurate. Moreover, the radiosity,
costic, soft shadow and antialising is build in without any parameter tuning.
The main disavantage is the cpu cost and the residual noise in the picture.

Regards,
Fidos


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From: fidos
Subject: Re: Motecarlo path tracing with MegaPov 1.2.1
Date: 3 Feb 2008 07:20:00
Message: <web.47a5b07fdcec6a9fce311500@news.povray.org>
Hello,

A different light setting with the same scene : a reduce the hemisphere power
and add a sphere with ambiant to 25.

Any comment wellcome.

Regrads,
Fidos.


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From: nemesis
Subject: Re: Motecarlo path tracing with MegaPov 1.2.1
Date: 3 Feb 2008 07:35:00
Message: <web.47a5b3e1dcec6a9fce60c5620@news.povray.org>
"fidos" <fid### [at] wanadoofr> wrote:
> Everything is solve at the rendering time (no pretrace for radiosity). It is the
> integration of the different light paths from the eye to the emissive lights
> that produce the image (no shadow ray, fong models, etc.).

dropping the classic algorithms... tsc, tsc... have your mother never teached
you to respect the elderly? :)

> The main advantage is that the image is more accurate. Moreover, the radiosity,
> costic, soft shadow and antialising is build in without any parameter tuning.

yes, to tell the truth, since povray has clipping problems with too high light
values, my efforts so far to produce such smooth AA in the windows as seen in
your picture are worthless...

> The main disavantage is the cpu cost and the residual noise in the picture.

and surely when pov4 comes out, we'll be all running 8GHz quadcores... :D


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From: fidos
Subject: Re: Motecarlo path tracing with MegaPov 1.2.1
Date: 3 Feb 2008 09:00:02
Message: <web.47a5c7b3dcec6a9fce311500@news.povray.org>
"nemesis" <nam### [at] gmailcom> wrote:
> "fidos" <fid### [at] wanadoofr> wrote:
> > > Yes, here it is, a wonderful scene to test lighting schemes full of nice
> > > geometry and materials:
> > >
http://news.povray.org/povray.binaries.scene-files/thread/%3C453f8a68%40news.povray.org%3E/?ttop=260158&toff=50
> >
> > Funny because I arready used it to play. Here a pure result at low res ans
> > stopped after a few iteration.
>
> hah!  I deserve it... :P

nemesis,

Sorry for this affront... Here a more carefull rendering of the scene. The bunny
on the floor is interesting with the 2 soft shadows due to the 2 windows.

Regards,
Fidos


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Preview of image 'radiosity_and_bunnies.01.jpg'
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From: nemesis
Subject: Re: Motecarlo path tracing with MegaPov 1.2.1
Date: 3 Feb 2008 09:55:01
Message: <web.47a5d4c7dcec6a9fce60c5620@news.povray.org>
"fidos" <fid### [at] wanadoofr> wrote:
> "nemesis" <nam### [at] gmailcom> wrote:
> > "fidos" <fid### [at] wanadoofr> wrote:
> > > > Yes, here it is, a wonderful scene to test lighting schemes full of nice
> > > > geometry and materials:
> > > >
http://news.povray.org/povray.binaries.scene-files/thread/%3C453f8a68%40news.povray.org%3E/?ttop=260158&toff=50

> > >
> > > Funny because I arready used it to play. Here a pure result at low res ans
> > > stopped after a few iteration.
> >
> > hah!  I deserve it... :P
>
> Sorry for this affront...

hey, no problem.  I was just kidding.  I put the source there for anyone to play
with.  You dropped the main light_source, right?  But if I remeber correctly, I
used about 5 for recursion_limit.  Your front walls seem too dark, which lead
me to wonder if there is too low bouncing steps going on...

> Here a more carefull rendering of the scene. The bunny
> on the floor is interesting with the 2 soft shadows due to the 2 windows.

yes, well, it's really not visible in the original scene because I'd put a big
point light right before the doors/windows/whatever.  But the double shadows
from radiosity calculations is visible in the wall dividing the scene, which is
in shadow alone.

BTW, I think there's no way around it:  path tracing gets noise, radiosity gets
patches... :P


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From: fidos
Subject: Re: Motecarlo path tracing with MegaPov 1.2.1
Date: 3 Feb 2008 12:25:00
Message: <web.47a5f7dcdcec6a9f232fb4930@news.povray.org>
>You dropped the main light_source, right?
Yes. Only objects with an ambiant term > 0 are the possible light sources in a
scene.

>But if I remeber correctly, I used about 5 for recursion_limit. Your front walls
>seem too dark, which lead me to wonder if there is too low bouncing steps going on...
You are right. The recursion limit for the montecarlo paths is 3. I think it is
equivalent to a value of 2 for the recursion_limit parameter.


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From: Chambers
Subject: Re: Motecarlo path tracing with MegaPov 1.2.1
Date: 3 Feb 2008 15:37:02
Message: <47a625ee$1@news.povray.org>
nemesis wrote:
> "fidos" <fid### [at] wanadoofr> wrote:
>> The main disavantage is the cpu cost and the residual noise in the picture.
> 
> and surely when pov4 comes out, we'll be all running 8GHz quadcores... :D

No, more probably 3gHz hexacores :)

Anyway, isn't this essentially radiosity w/o the pretrace, and unlimited 
count?

-- 
...Ben Chambers
www.pacificwebguy.com


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