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I'm almost sure povray can't do antialiasing using full pixel squares
instead of simple rays that cause aliasing, can it?
Do someone now if would be possible to render using square rays instead of
line rays in povray or any other raytracer or any other 3d renderer?
I think people know what I'm talking about, but If someone don't understand
I'll try to explain better, so you can suggest me software that does this
kind of antialiasing.
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gramirosimancas <nomail@nomail> wrote:
> Do someone now if would be possible to render using square rays instead of
> line rays in povray or any other raytracer or any other 3d renderer?
When you project a square onto the scene, you would need to calculate
the average color of the area covered by that square. Since the square does
not necessarily fall on a single surface it can be extremely hard.
(It's very hard even if it falls on a single surface since the texture
and lighting of the surface can be very complicated.)
--
#macro N(D)#if(D>99)cylinder{M()#local D=div(D,104);M().5,2pigment{rgb M()}}
N(D)#end#end#macro M()<mod(D,13)-6mod(div(D,13)8)-3,10>#end blob{
N(11117333955)N(4254934330)N(3900569407)N(7382340)N(3358)N(970)}// - Warp -
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On Wed, 27 Aug 2003 09:23:11 EDT, "gramirosimancas" <nomail@nomail> wrote:
> I'm almost sure povray can't do antialiasing using full pixel squares
> instead of simple rays that cause aliasing, can it?
You can verify your observations with theory written in manual
5.2.6.4 Anti-Aliasing Options http://www.povray.org/documentation/view/132/
ABX
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ABX wrote:
>You can verify your observations with theory written in manual
>5.2.6.4 Anti-Aliasing Options http://www.povray.org/documentation/view/132/
I had already read the manual and I didn't see anything about this kind of
antialiasing, that's why I was asking.
If you know some software that can, could you tell me?
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> When you project a square onto the scene, you would need to calculate
>the average color of the area covered by that square. Since the square does
>not necessarily fall on a single surface it can be extremely hard.
>(It's very hard even if it falls on a single surface since the texture
>and lighting of the surface can be very complicated.)
I know how hard it would be. You seem to know very well.
I'm just asking if that would be possible and if someone has got some code
written or at least the mathematical start done.
I think it would be like moving from calculating a point to moving to a
surface integral (with all the boundary cases).
What I don't know if these integrals (given they can simplify as much
current rays) would be more CPU hungry than the current approach.
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In article <web.3f4cb0bf4d31ed7fd63a77300@news.povray.org>,
"gramirosimancas" <nomail@nomail> wrote:
> I'm almost sure povray can't do antialiasing using full pixel squares
> instead of simple rays that cause aliasing, can it?
>
> Do someone now if would be possible to render using square rays instead of
> line rays in povray or any other raytracer or any other 3d renderer?
This is pyramid tracing, related to beam or cone tracing. It will be
slower and probably a lot more limited than using multiple rays to
sample the area. I think they are used in acoustics simulations though...
--
Christopher James Huff <cja### [at] earthlinknet>
http://home.earthlink.net/~cjameshuff/
POV-Ray TAG: chr### [at] tagpovrayorg
http://tag.povray.org/
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Christopher James Huff wrote:
>This is pyramid tracing, related to beam or cone tracing. It will be
>slower and probably a lot more limited than using multiple rays to
>sample the area. I think they are used in acoustics simulations though...
I'm googling about it, and as you said they are focused in acoustics
simulations. This is a good start anyway.
A link or reference to something related to 3d rendering would be of great
help.
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nomail@nomail news:web.3f4cb0bf4d31ed7fd63a77300@news.povray.org
[...]
I had lately other idea about AA, how about introducing mip-maping or some
simmilar methods.
1) For image-maps, POV could create mip-maps not only for interpolating
input data (with is done already), but for better AA.
2) For procedural pigments - few functions - most complicated and most
"blurred".
Example:
pigment {
mipmap {
[1..50 function { f_checker(x,y,z).9 + .1+f_granite(x,y,z)*FADE }]
[50..500 function { 0.5 + f_checker(x,y,z)*FADE }]
}
}
Result - surface viewed from near would be a checker modulated by bozo -
and it's the "real" pigment.
Surface viewed from distance 1..50 will fade out bozo and, at 50 - it will
left only checker
At distance 50..5000 also checker will fade-out into gray color rgb .5
And Yes, I *will* implement it :) First as include file, because this can
be IMHO done with macros (in some area).
--
#macro g(U,V)(.4*abs(sin(9*sqrt(pow(x-U,2)+pow(y-V,2))))*pow(1-min(1,(sqrt(
pow(x-U,2)+pow(y-V,2))*.3)),2)+.9)#end#macro p(c)#if(c>1)#local l=mod(c,100
);g(2*div(l,10)-8,2*mod(l,10)-8)*p(div(c,100))#else 1#end#end light_source{
y 2}sphere{z*20 9pigment{function{p(26252423)*p(36455644)*p(66656463)}}}//M
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On 27 Aug 2003 10:41:41 -0400, "Rafal 'Raf256' Maj" <spa### [at] raf256com> wrote:
> And Yes, I *will* implement it :)
Sounds interesting :-)
ABX
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Antialiasing a pigment does not help in any way antialiasing object
borders, lighting, shadows, etc.
--
#macro N(D)#if(D>99)cylinder{M()#local D=div(D,104);M().5,2pigment{rgb M()}}
N(D)#end#end#macro M()<mod(D,13)-6mod(div(D,13)8)-3,10>#end blob{
N(11117333955)N(4254934330)N(3900569407)N(7382340)N(3358)N(970)}// - Warp -
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