![](/i/fill.gif) |
![](/i/fill.gif) |
|
![](/i/fill.gif) |
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
Severi Salminen <sev### [at] NOT THISsaunalahti fi invalid> wrote:
> I also guess that it should be very easy to parallelize Monte Carlo path
> tracing to take advantage of multiple CPU cores.
For all the rendering posted, I used SMPOV (http://www.it-berater.org/smpov.htm)
to speed up rendering (I use a quad core Q6600) and it works fine.
Regrads,
Fidos
Post a reply to this message
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
Hello,
A new test scene. I apologize to the author of these scene because I didn't find
back where I downloaded it.
It is the first scene that I have a real feeling of improvement. Moreover the
rendering was clean from the first iteration (outside rendering are far quicker
to converge because the sky is reached in one or two ray shoots).
Any comment wellcome.
Regards,
Fidos.
Post a reply to this message
Attachments:
Download 'tate.01.jpg' (168 KB)
Preview of image 'tate.01.jpg'
![tate.01.jpg](/povray.binaries.images/attachment/%3Cweb.47aa0cdfdcec6a9fd06f7e6f0%40news.povray.org%3E/tate.01.jpg?preview=1)
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
nice! Really clean. Seems like one of those Ambient Occlusion-only scenes.
It's relatively highres and clean of noises. Care to post rendertime
and CPU?
Post a reply to this message
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
On Wed, 6 Feb 2008 14:39:11 EST, "fidos" <fid### [at] wanadoo fr> wrote:
>Any comment wellcome.
That is the Tate, nicely modelled. The sky should be interesting it being in St.
Ives.
Regards
Stephen
Post a reply to this message
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
> It's relatively highres and clean of noises. Care to post rendertime
> and CPU?
I leaved it running for 8 hours on 4 CPUs (a Intel Q6600 2.4 GHz). But these
scene was clean of noise after few iterations. I leaved it running for
antialiasing but I can't tell when it was good.
Regards,
Fidos.
Post a reply to this message
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
From: Severi Salminen
Subject: Re: Motecarlo path tracing with MegaPov 1.2.1
Date: 6 Feb 2008 18:07:46
Message: <47aa3dc2@news.povray.org>
|
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
fidos wrote:
> I leaved it running for 8 hours on 4 CPUs (a Intel Q6600 2.4 GHz). But these
> scene was clean of noise after few iterations. I leaved it running for
> antialiasing but I can't tell when it was good.
Care to post series of smaller renders (from this or another scene) with
different rendering times to see the actual difference in quality. And
when to expect decent quality.
Post a reply to this message
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
fidos wrote:
> Any comment wellcome.
When the pov3.7beta sources are published it may be interesting to see
an implementation with it, to see how it works there.
Post a reply to this message
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
Warp wrote:
> fidos wrote:
>> Any comment wellcome.
>
> When the pov3.7beta sources are published it may be interesting to see
> an implementation with it, to see how it works there.
Of course assuming the reflection/refraction issue is solved.
Post a reply to this message
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
From: Nekar Xenos
Subject: Re: Motecarlo path tracing with MegaPov 1.2.1
Date: 7 Feb 2008 04:40:35
Message: <47aad213@news.povray.org>
|
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
Wow!
Skaters dream! Or nightmare, depending on how good you are =:^,
Lovely.
--
-Nekar Xenos-
"fidos" <fid### [at] wanadoo fr> wrote in message
news:web.47aa0cdfdcec6a9fd06f7e6f0@news.povray.org...
> Hello,
>
> A new test scene. I apologize to the author of these scene because I
> didn't find
> back where I downloaded it.
>
> It is the first scene that I have a real feeling of improvement. Moreover
> the
> rendering was clean from the first iteration (outside rendering are far
> quicker
> to converge because the sky is reached in one or two ray shoots).
>
> Any comment wellcome.
>
> Regards,
> Fidos.
>
Post a reply to this message
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
From: Jaime Vives Piqueres
Subject: Re: Motecarlo path tracing with MegaPov 1.2.1
Date: 7 Feb 2008 07:36:08
Message: <47aafb38@news.povray.org>
|
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
>> I started with the untextured version (normally used for radiosity pass).
> Here the same scene but with texture.
>
> Any comments wellcome.
Impressive! I hope you end up with success this patch, because it would
be great for this kind of scenes. Here you seem to have a problem with the
max_trace_level?
Indeed, it would be very nice if it can be saved-loaded as the radiosity
or photons data.
Thanks for using the kitchen!
--
Jaime
Post a reply to this message
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |