POV-Ray : Newsgroups : povray.binaries.images : Motecarlo path tracing with MegaPov 1.2.1 Server Time
2 Aug 2024 08:12:35 EDT (-0400)
  Motecarlo path tracing with MegaPov 1.2.1 (Message 31 to 40 of 161)  
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From: Chambers
Subject: Re: Motecarlo path tracing with MegaPov 1.2.1
Date: 4 Feb 2008 23:51:05
Message: <47a7eb39$1@news.povray.org>
fidos wrote:
> Any comment wellcome.

I've got one: You're making me jealous of your renderer :)

Unfortunately, I don't have time to play with code modifications at the 
moment :(

-- 
...Ben Chambers
ben at pacific web guy dot com (no spaces)
www.pacificwebguy.com


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From: William Tracy
Subject: Re: Motecarlo path tracing with MegaPov 1.2.1
Date: 5 Feb 2008 01:30:56
Message: <47a802a0$1@news.povray.org>
Nicolas Alvarez wrote:
> Remember I can't use radiosity on the renderfarm due to the artifacts 
> that appear on tiled radiosity renders.

Question: How well does radiosity hold up across multiple frames if each 
frame can be made into one tile?

Though, for the animation I have in mind, a light dome would probably be 
more than adequate. Which means that I could spend the render time on 
scattering media instead! :-D

-- 
William Tracy
afi### [at] gmailcom -- wtr### [at] calpolyedu

This summer...There is another word for EXCITEMENT!
Roget's Thesaurus: The Motion Picture
     -- posted by dr_dank on Slashdot


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From: Nicolas Alvarez
Subject: Re: Motecarlo path tracing with MegaPov 1.2.1
Date: 5 Feb 2008 09:07:41
Message: <47a86dad$1@news.povray.org>

> Nicolas Alvarez wrote:
>> Remember I can't use radiosity on the renderfarm due to the artifacts 
>> that appear on tiled radiosity renders.
> 
> Question: How well does radiosity hold up across multiple frames if each 
> frame can be made into one tile?

Good enough, if POV-Ray versions match. I remember a terribly flickering 
animation the Internet Movie Project did, and the problem was some users 
had different POV versions. That's not a problem on my farm, since 
everyone is using the exact same version (and with my modifications).

The main problem is there *might* be artifacts when resuming a render. I 
can't guarantee frames will be rendered in "one go" (people may reboot, 
or BOINC automatically decide to switch from raytracing to protein folding).


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From: fidos
Subject: Re: Motecarlo path tracing with MegaPov 1.2.1
Date: 5 Feb 2008 14:45:01
Message: <web.47a8bca1dcec6a9f2e70b49f0@news.povray.org>
> I started with the untextured version (normally used for radiosity pass).
Here the same scene but with texture.

Any comments wellcome.

Regards,
Fidos


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Attachments:
Download '2nd-pass.03.jpg' (169 KB)

Preview of image '2nd-pass.03.jpg'
2nd-pass.03.jpg


 

From: Zeger Knaepen
Subject: Re: Motecarlo path tracing with MegaPov 1.2.1
Date: 5 Feb 2008 14:57:10
Message: <47a8bf96$1@news.povray.org>
how come the bottle is black ?

cu!
-- 
#macro G(b,e)b+(e-b)*C/50#end#macro _(b,e,k,l)#local C=0;#while(C<50)
sphere{G(b,e)+3*z.1pigment{rgb G(k,l)}finish{ambient 1}}#local C=C+1;
#end#end _(y-x,y,x,x+y)_(y,-x-y,x+y,y)_(-x-y,-y,y,y+z)_(-y,y,y+z,x+y)
_(0x+y.5+y/2x)_(0x-y.5+y/2x)            // ZK http://www.povplace.com


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From: Zeger Knaepen
Subject: Re: Motecarlo path tracing with MegaPov 1.2.1
Date: 5 Feb 2008 15:03:14
Message: <47a8c102@news.povray.org>
ah, it's not just the bottle, it's every reflective or refractive surface. 
or so it seems.

cu!
-- 
#macro G(b,e)b+(e-b)*C/50#end#macro _(b,e,k,l)#local C=0;#while(C<50)
sphere{G(b,e)+3*z.1pigment{rgb G(k,l)}finish{ambient 1}}#local C=C+1;
#end#end _(y-x,y,x,x+y)_(y,-x-y,x+y,y)_(-x-y,-y,y,y+z)_(-y,y,y+z,x+y)
_(0x+y.5+y/2x)_(0x-y.5+y/2x)            // ZK http://www.povplace.com


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From: nemesis
Subject: Re: Motecarlo path tracing with MegaPov 1.2.1
Date: 5 Feb 2008 15:20:00
Message: <web.47a8c3c6dcec6a9f498ddace0@news.povray.org>
"Zeger Knaepen" <zeg### [at] povplacecom> wrote:
> ah, it's not just the bottle, it's every reflective or refractive surface.
> or so it seems.

yes, the original scene had a table with glass tabletop.  It wasn't black, but
seemed to not show reflections or much transparency.  Perhaps should get a
higher max_trace/whatever count?

OTOH, I like where this is going.  In the first test, the metal parts didn't
have the jaggies in Jaime's original scene...


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From: nemesis
Subject: Re: Motecarlo path tracing with MegaPov 1.2.1
Date: 5 Feb 2008 15:55:01
Message: <web.47a8cc49dcec6a9f498ddace0@news.povray.org>
BTW, these comparisons are cool?

http://luxrender2.org/forum/viewtopic.php?f=13&t=420

It's fascinating to see pictures with relatively low noise like this:
http://www.ossosso.com/public/test/studio_luxrender.tif

in just 5 minutes.

Not two mention no complicated tweaking to make materials and lights behave as
they should...


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From: fidos
Subject: Re: Motecarlo path tracing with MegaPov 1.2.1
Date: 5 Feb 2008 16:00:00
Message: <web.47a8ce13dcec6a9f2e70b49f0@news.povray.org>
"nemesis" <nam### [at] gmailcom> wrote:
> "Zeger Knaepen" <zeg### [at] povplacecom> wrote:
> > ah, it's not just the bottle, it's every reflective or refractive surface.
> > or so it seems.
>
> yes, the original scene had a table with glass tabletop.  It wasn't black, but
> seemed to not show reflections or much transparency.  Perhaps should get a
> higher max_trace/whatever count?
I need to use 2 different settings : one for the max recursion of a ray on the
diffuse objects and one the for the max trace level. An other possible reason
is that I perhaps break the refraction (reflection seems work)...


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From: Severi Salminen
Subject: Re: Motecarlo path tracing with MegaPov 1.2.1
Date: 6 Feb 2008 04:54:07
Message: <47a983bf@news.povray.org>
fidos wrote:
>> I started with the untextured version (normally used for radiosity pass).
> Here the same scene but with texture.
> 
> Any comments wellcome.

I'm very impressed with the results! So much more natural lighting than
the original with Povray's radiosity - at least with the settings
Piqueres used here:

http://www.ignorancia.org/uploads/images/thekitchen/wips/thekitchen-29.jpg

I've been following the work with WinOSI but it seems that the
development is halted. And as it is written in assemply I don't see any
future in any case :)

But please keep on working with this patch as the results are so good!
Could you post a comparison renders from various scenes with hi quality
radiosity settings. And report the actual rendering time.

I also guess that it should be very easy to parallelize Monte Carlo path
 tracing to take advantage of multiple CPU cores.


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