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In article <3c7941af@news.povray.org>, Warp <war### [at] tag povray org>
wrote:
> This depends on whether we want a "mathematically correct" image or
> if we want to simulate photography.
> In photography a really bright object will "bleed" in the image, and its
> influence can extend considerably outside its real boundaries.
That's not what antialiasing is for...it is to counteract aliasing.
Such a glow effect would still be useful, and would pretty much have to
be built-in unless POV is patched to output a high dynamic range format.
One possibility is to make it part of a post-processing stage, similar
in purpose to the MegaPOV patch but more flexible. (if such a
post_process stage is available, it would be simple to add a filter to
soften the edges of bright objects...people would probably just use the
glow filter though)
(MegaPOV has a glow filter, but I don't think it does the exact same
thing)
--
Christopher James Huff <chr### [at] mac com>
POV-Ray TAG e-mail: chr### [at] tag povray org
TAG web site: http://tag.povray.org/
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"Christopher James Huff" wrote:
> That's not what antialiasing is for...it is to counteract aliasing.
But what if you have a pattern with two colors - black and an extremely
bright white - and the pattern is aliased... What will your version of
antialiasing do about it? Nothing!
Let's repeat the message: We have antialiasing to counteract aliasing. That
is what it should do.
Rune
--
3D images and anims, include files, tutorials and more:
Rune's World: http://rsj.mobilixnet.dk (updated Feb 16)
POV-Ray Users: http://rsj.mobilixnet.dk/povrayusers/
POV-Ray Webring: http://webring.povray.co.uk
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From: Ben Chambers
Subject: Re: looking for antialiasing critical scenes
Date: 24 Feb 2002 21:36:05
Message: <3c79a315@news.povray.org>
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"Jan Walzer" <jan### [at] lzer net> wrote in message news:8JT### [at] lzer net...
> > If you really wanted to, you could make each star between 1/2 - 3 pixels
> on
> > a 640x480 screen, and use media-filled spheres instead of plain white
dots,
> > to give a nice glowing effect that wouldn't look bad on higher
resolutions
>
> that _IS_ cheating ...
> ... just to have the AA work the way you want ...
But wouldn't it be cool to have several thousand media filled spheres added
to your scene? :)
...Chambers
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In article <3c79887d@news.povray.org>, run### [at] mobilixnet dk
says...
> But what if you have a pattern with two colors - black and an extremely
> bright white - and the pattern is aliased... What will your version of
> antialiasing do about it? Nothing!
If somebody wants such a bright object in his scene, he'll need some kind
glowing effect (wich will hide the aliasing) around it or it won't look
right anyway.
Lutz-Peter
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"Lutz-Peter Hooge" wrote:
> If somebody wants such a bright object in his scene,
> he'll need some kind glowing effect
No he don't. I have made scenes with very bright object where I wanted
antialiasing but no glowing. I don't need glowing just because you say so.
> or it won't look right anyway.
You don't define what looks right or wrong. When bright objects glow it's
actually caused by focal blurring or something similar, but I have scenes
where I don't want such a glow. Things shouldn't glow unless I tell them to.
Rune
--
3D images and anims, include files, tutorials and more:
Rune's World: http://rsj.mobilixnet.dk (updated Feb 16)
POV-Ray Users: http://rsj.mobilixnet.dk/povrayusers/
POV-Ray Webring: http://webring.povray.co.uk
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On Sun, 24 Feb 2002 17:54:40 +0100, Rune wrote:
> "Warp" wrote:
>> It's probably possible, but thought to be unnecessary.
>
> Yet it's a known fact that things very close to the focal point are jaggy.
>
> And thinking about it, just like normally, the AA would only kick in where
> necessary, so using normal AA settings together with focal blur would
> probably only activate the AA on small amounts of the pixels, thus meaning
> that it wouldn't even be much slower. (It's logical, I just didn't realize
> it before.) I think it should be allowed. This is a feature request!
I think it's not allowed because the render loop for focal blur is a different
loop than the one for AA. That's mostly historical, but it'd be hard to
change.
--
plane{-z,-3normal{crackle scale.2#local a=5;#while(a)warp{repeat x flip x}rotate
z*60#local a=a-1;#end translate-9*x}pigment{rgb 1}}light_source{-9red 1rotate 60
*z}light_source{-9rgb y rotate-z*60}light_source{9-z*18rgb z}text{ttf"arial.ttf"
"RP".01,0translate-<.6,.4,.02>pigment{bozo}}light_source{-z*3rgb-.2}//Ron Parker
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What focal blur work with animation? I haven't checked the povray source
code, but maybe it doesn't "remember" what rays it casted during the
tracing. If would put the exact data about what rays it's casted in a
buffer-like thing, with that buffer it should be possible to do
antialiasing. Same thing with animations. Saving that buffer to disk and
reusing it for the next frame should be able to prevent any jittering.
But maybe I'm completely wrong. I didn't try focal blur with animations that
much and I haven't checked povray's source code.
--
Apache
http://geitenkaas.dns2go.com/experiments/
apa### [at] yahoo com
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["Apache" <apa### [at] yahoo com>]
| What focal blur work with animation? I haven't checked the povray source
| code, but maybe it doesn't "remember" what rays it casted during the
| tracing. If would put the exact data about what rays it's casted in a
| buffer-like thing, with that buffer it should be possible to do
| antialiasing. Same thing with animations. Saving that buffer to disk and
| reusing it for the next frame should be able to prevent any jittering.
Err. Jittering is optional. Simply don't use it in animation.
--
It's a dark day for mad science.
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I'm not talking about the jittering possibility available with +j, but about
the loose pixels that are visible when using focal blur. Don't those focal
blur pixels show a jitter-like behaviour when animating? If they do,
increasing the amount of focal blur samples will fix it anyways (needs more
processing time though).
Regards.
--
Apache
http://geitenkaas.dns2go.com/experiments/
apa### [at] yahoo com
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In article <3c863416$1@news.povray.org>,
"Apache" <apa### [at] yahoo com> wrote:
> What focal blur work with animation? I haven't checked the povray source
> code, but maybe it doesn't "remember" what rays it casted during the
> tracing. If would put the exact data about what rays it's casted in a
> buffer-like thing, with that buffer it should be possible to do
> antialiasing. Same thing with animations. Saving that buffer to disk and
> reusing it for the next frame should be able to prevent any jittering.
This can't be done, because not only would it require a huge amount of
memory, focal blur is adaptive. Since the scene being blurred changes,
the blur samples need to change as well. You could just remove the
adaptive capability, but that would be very slow. It should be possible
to generate a list of random jitter vectors and use those for all pixels
in every frame...the number of samples might vary, but most of the
samples will be the same. This would give smoother results, actually,
since the samples won't vary as much from pixel to pixel, though it
might produce visible artifacts.
For now, you are pretty much stuck with using high enough settings that
the grainyness isn't a problem.
--
Christopher James Huff <chr### [at] mac com>
POV-Ray TAG e-mail: chr### [at] tag povray org
TAG web site: http://tag.povray.org/
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