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"Warp" <war### [at] tag povray org> wrote in message
news:4058306d@news.povray.org...
> John VanSickle <evi### [at] hotmail com> wrote:
> > POV-Ray is a renderer.
>
> POV-Ray is more than a renderer.
>
yes, POV-Ray is a modeler
*ducks*
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Hi Christopher James Huff, you recently wrote in povray.general:
> Not really practical, at least not in the way you describe. It would be
> either extremely slow or outrageously memory consuming, or both.
> Lightwave probably uses some form of scanlining for this, and just
> refines lighting maps...POV can not do this, being a raytracer and not
> using light maps.
Actually it also raytraces. Take a look here
http://www.worley.com/fprime.html
Specifically, the 2nd movie. As for being slow.... well this plugin is
absolutely amazing, at least from the demos...
It's sort of a Mosaic mode on steroids.
- Lutz
email : lut### [at] stmuc com
Web : http://www.stmuc.com/moray
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In article <4057ea45@news.povray.org>, tho### [at] trf de says...
> In article <MPG.1ac147e51c2d571d9899e7@news.povray.org> , Patrick Elliott
> <sha### [at] hotmail com> wrote:
>
> > One thing that would be very helpful in byte code is 'parse once, run
> > multiple times'.
>
> This is impossible with the current POV-Ray SDL because it offers
> self-modifying and self-generating capability.
>
Self modifying isn't necessarily a major problem, "if" done right. The
problem with the existing implementation is that it can't really do so. I
wouldn't say self modification *and* bytecode is an impossibility. Most
things like Java and VBScript use byte code too. You can however insert
more code into the global scope or even use some functions in the
languages to dynamically change the code as it runs by loading a text
file and passing it to the engine to execute. I have no idea how this is
done though.
It does admittedly complicate things I admit.
--
void main () {
call functional_code()
else
call crash_windows();
}
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> I would much rather see the perl module povray.pm ;)
>
> use povray;
> my $result = povray->render( AA => 0.3,
> AM => 2,
> etc, etc...
> );
>
>
>
Good idea. Shouldn't be such a great problem, though. Except you want
some really fancy features like inserting every object via Perl:
povray->scene->add_sphere(0,1);
Even that would be possible, but don't worth the effort IMHO. A module
for calling POV-Ray with different options would be fine. Nice features
would also be OO-access to the stats etc. Perhaps it's time to do some
Perl again :)
Florian
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Warp wrote:
>
> John VanSickle <evi### [at] hotmail com> wrote:
> > POV-Ray is a renderer.
>
> POV-Ray is more than a renderer.
It's a way of life!
> Besides, what's wrong with wanting POV-Ray to be faster? I thought we
> all wanted that.
I didn't say I objected to POV-Ray running faster; my point, which I
should have stated more explictly, is that given the limited lifespan
of the average POV-Team member, their time may be better spent on
things dealing with rendering, rather than parsing.
Regards,
John
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On Thu, 18 Mar 2004 17:37:01 -0700, John VanSickle wrote:
> Warp wrote:
>>
>> John VanSickle <evi### [at] hotmail com> wrote:
>> > POV-Ray is a renderer.
>>
>> POV-Ray is more than a renderer.
>
> It's a way of life!
>
>> Besides, what's wrong with wanting POV-Ray to be faster? I thought we
>> all wanted that.
>
> I didn't say I objected to POV-Ray running faster; my point, which I
> should have stated more explictly, is that given the limited lifespan
> of the average POV-Team member, their time may be better spent on
> things dealing with rendering, rather than parsing.
>
> Regards,
> John
I'm not so sure that's true. The rendering engine has gotten to the point
where you practically have to *be* a POV-Team member to know all the
capabilites, much less understand them. Faster parsing helps everyone,
especially those of us who like toying with animation.
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Tyler Eaves <tyl### [at] nospamml1 net> wrote:
> The rendering engine has gotten to the point
> where you practically have to *be* a POV-Team member to know all the
> capabilites
Actually I wouldn't be surprised if not all team members know every
single detail POV-Ray is capable of... not deeply enough to use it
fluently, at least... :)
--
#macro M(A,N,D,L)plane{-z,-9pigment{mandel L*9translate N color_map{[0rgb x]
[1rgb 9]}scale<D,D*3D>*1e3}rotate y*A*8}#end M(-3<1.206434.28623>70,7)M(
-1<.7438.1795>1,20)M(1<.77595.13699>30,20)M(3<.75923.07145>80,99)// - Warp -
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In article <405abcf0@news.povray.org> , Warp <war### [at] tag povray org> wrote:
> Actually I wouldn't be surprised if not all team members know every
> single detail POV-Ray is capable of... not deeply enough to use it
> fluently, at least... :)
But we know where to look things up in the manual, so nobody ever sees us
asking questions ;-)
Thorsten
____________________________________________________
Thorsten Froehlich, Duisburg, Germany
e-mail: tho### [at] trf de
Visit POV-Ray on the web: http://mac.povray.org
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In article <9evh50h8d2std7lnadaihmkncf219vig1r@4ax.com>,
Lutz Kretzschmar <lut### [at] stmuc com> wrote:
> Actually it also raytraces.
Well, it certainly uses scanline algorithms heavily. The type of
radiosity in POV Ray can give very different results at lower qualities,
you'd have to re-render the image after refining the radiosity data.
> Take a look here
> http://www.worley.com/fprime.html
> Specifically, the 2nd movie. As for being slow.... well this plugin is
> absolutely amazing, at least from the demos...
You can easily tell that the main rendering uses scanlining by the fact
that it renders the scene object-by-object. Raytracing is probably just
another layer that gets composited in...this isn't the case for POV.
Something like this could be done in a pure raytracer, but I don't think
it can be done with POV-Ray's radiosity, reflections and refractions
would require a lot of re-raytracing, and I have doubts about the
photons...adding to a kd-tree is a problem, though there is a bkd tree
that could solve this problem. You could do it in stages, producing
progressively higher quality renders, but that would require either very
good planning or a very smart adaptive algorithm to avoid wasting time
on things that make no difference. Perhaps "fingerprinting" the scene by
rendering a few hundred pixels from it to compare with previous versions
would work.
--
Christopher James Huff <cja### [at] earthlink net>
http://home.earthlink.net/~cjameshuff/
POV-Ray TAG: <chr### [at] tag povray org>
http://tag.povray.org/
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Christopher James Huff wrote:
> In article <pan### [at] NOSPAMml1 net>,
> Tyler Eaves <tyl### [at] NOSPAMml1 net> wrote:
>>8. A C(++) API
>> This is another way of acheiving some of the above speed-related
>> goals. Allowing creating a pov-scene by linking against the API,
>> giving code that builds a binary to render the scene. The ultimate
>> for CPU intensive stuff.
>
>
> Not practical. There is no standard way of loading object code on
> different platforms, and the code itself would have to be compiled for
> the platform the scene is to be rendered on. Including a compiler along
> with POV would be a lot of effort, and distributing precompiled code
> would create compatibility problems.
You know this one as always bugged me, the whole not practical thing.
For a guess the library author would have a compiler and it only takes
on willing person per platform to compile it for others. So that not to
much of a problem really. The lack of a complier would only effect
people want to use a libraries features for a platform that one one has
complied it for which is no different to those who want to use a
Unofficial version of Pov in the same scenario.
The object code loading thing. Yes there is no standard way to do this,
so you create one. All You'd need to do is pull back a C++ object so it
does not need to be to complex does everything dlopen can do API. Simply
wrap dlopen and LoadLibrary and that would cover Linux, Mac OSX and
Windows.
something like
#define dsoOpen(x) dlopen(x, RTLD_NOW);
#define dsoGetSymbol(x,y) dlsym(x, y)
#define dsoError() dlerror()
#define dsoClose(x) dlclose(x)
and windows ...
#define dsoOpen(x) LoadLibrary(x)
#define dsoGetSymbol(x,y) GetProcAddress((HINSTANCE )x, y)
#define dsoError() GetLastError()
#define dsoClose(x) FreeLibrary(x)
If anything more fancy is required for other OS's then that
platform's dso* code become actual functions. The Mac
version could use the CFBundles? stuff directly for example.
The library exports functions that return a new instance
of a class, which inherits from a predefined povray class.
You could have a povFunction classes which return a float,
povPigment classes that return rgbft etc or one class which
has evaluateAsFloat, evaluateAsPigment etc methods
void *perlins_noise(void){
return new myPerlinFunctionClass();
}
There will need to be extensions to SDL to..
Load the library,
Identify the class required and its type if there are different classes
for different functionality,
Pass the parameters to a 'setParmaters' method. Perhaps something like a
color_map using keyed pairs.
dso {
function
"/path/to/library"
"perlins_noise"
parameter_map {
["octaves" 6]
["frequency 2.0]
}
}
All the code is from memory so I may have got the function names or
usage wrong, but I can't see why it wouldn't work from a technical point
of view.
Dave
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