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Hi!!!
I need some explanation about the radiosity algorithm. I don't want to know
how use radiosity on POV.
I didn't find the source given in the code source: Ward G. J. A ray tracing
solution for diuse interreflexion. In Computer Graphics
(SIGGRAPH '88 Proceedings), volume 22, pages 85{92, August 1988.
Can you give some links please?
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Yeager wrote:
> Hi!!!
>
> I need some explanation about the radiosity algorithm. I don't want to know
> how use radiosity on POV.
> I didn't find the source given in the code source: Ward G. J. A ray tracing
> solution for diuse interreflexion. In Computer Graphics
> (SIGGRAPH '88 Proceedings), volume 22, pages 85{92, August 1988.
>
> Can you give some links please?
>
>
Lesson No.1 in using google:
http://www.google.com/search?q=Ward+a+ray+tracing+solution+for+diffuse+interreflection
Christoph
--
POV-Ray tutorials, include files, Sim-POV,
HCR-Edit and more: http://www.tu-bs.de/~y0013390/
Last updated 23 Sep. 2004 _____./\/^>_*_<^\/\.______
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Christoph Hormann <chr### [at] gmxde> wrote:
> Yeager wrote:
> > Hi!!!
> >
> > I need some explanation about the radiosity algorithm. I don't want to know
> > how use radiosity on POV.
> > I didn't find the source given in the code source: Ward G. J. A ray tracing
> > solution for diuse interreflexion. In Computer Graphics
> > (SIGGRAPH '88 Proceedings), volume 22, pages 85{92, August 1988.
> >
> > Can you give some links please?
> >
> >
>
> Lesson No.1 in using google:
>
>
http://www.google.com/search?q=Ward+a+ray+tracing+solution+for+diffuse+interreflection
>
>
> Christoph
>
> --
> POV-Ray tutorials, include files, Sim-POV,
> HCR-Edit and more: http://www.tu-bs.de/~y0013390/
> Last updated 23 Sep. 2004 _____.//^>_*_<^/.______
ok sorry, but when we did this research on google we found only two links.
Thank you so much Christoph.
Arnaud
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Yeager <non### [at] club-internetfr> wrote:
> I need some explanation about the radiosity algorithm.
By the way, if you speak about this algorithm outside the POV-Ray
community, you should be aware that there exists an algorithm called
"radiosity" which has basically nothing to do with Greg Ward's
stochastic global illumination method, and usually when graphics
people speak about "radiosity" they are referring to this other
algorithm.
So in order to avoid confusion it may be best to simply use the
term "global illumination" instead, which is a more generic term
not related to any specific algorithm.
--
#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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Warp <war### [at] tagpovrayorg> wrote:
> when graphics
> people speak about "radiosity" they are referring to this other
> algorithm.
By the way, it's curious how misunderstood this term is.
Many people believe "radiosity" is a *rendering* algorithm (for
unimaginable reasons), and you'll quite often see eg. comparisons
of type "radiosity vs. raytracing" as if they were two mutually
exclusive rendering techniques.
This has nothing to do with reality, of course. Radiosity is a
global illumination algorithm which is used to calculate lightmaps,
that's it. By simply running the radiosity algorithm you get no image,
just a big bunch of lightmaps. You then use these lightmaps to illuminate
the scene with whichever rendering algorithm you want (including raytracing).
It's thus funny to see comparisons of type "radiosity vs. raytracing"
as if they were two mutually exclusive rendering techniques when you can,
in fact, use radiosity *and* raytracing to render the scene (radiosity to
precalculate the lighting, raytracing to actually render the scene).
What these people really mean is "radiosity+scanline rendering vs.
raytracing". They imply the "scanline rendering" part when they say
"radiosity", but making this assumption is simply wrong because radiosity
does not require any specific rendering algorithm to be used.
--
plane{-x+y,-1pigment{bozo color_map{[0rgb x][1rgb x+y]}turbulence 1}}
sphere{0,2pigment{rgbt 1}interior{media{emission 1density{spherical
density_map{[0rgb 0][.5rgb<1,.5>][1rgb 1]}turbulence.9}}}scale
<1,1,3>hollow}text{ttf"timrom""Warp".1,0translate<-1,-.1,2>}// - Warp -
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In article <41a30ffe@news.povray.org>, Warp <war### [at] tagpovrayorg>
wrote:
> Yeager <non### [at] club-internetfr> wrote:
> > I need some explanation about the radiosity algorithm.
>
> By the way, if you speak about this algorithm outside the POV-Ray
> community, you should be aware that there exists an algorithm called
> "radiosity" which has basically nothing to do with Greg Ward's
> stochastic global illumination method, and usually when graphics
> people speak about "radiosity" they are referring to this other
> algorithm.
That's really an incorrect use (though common). Radiosity is a problem,
not an algorithm or technique...the word literally refers to the rate at
which energy leaves a surface. I personally refuse to say "global
diffuse illumination" when "radiosity" is a perfectly good word for the
same thing. The monte-carlo method used by POV-Ray is every bit as
"real" of a radiosity algorithm. If I'm talking about patch
approximations to illumination, I'll say patch approximation!
However, the other terms are useful when looking for information...
--
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 <cja### [at] earthlinknet> wrote:
> That's really an incorrect use (though common). Radiosity is a problem,
> not an algorithm or technique...the word literally refers to the rate at
> which energy leaves a surface. I personally refuse to say "global
> diffuse illumination" when "radiosity" is a perfectly good word for the
> same thing.
But then you risk causing confusion and misunderstanding.
--
plane{-x+y,-1pigment{bozo color_map{[0rgb x][1rgb x+y]}turbulence 1}}
sphere{0,2pigment{rgbt 1}interior{media{emission 1density{spherical
density_map{[0rgb 0][.5rgb<1,.5>][1rgb 1]}turbulence.9}}}scale
<1,1,3>hollow}text{ttf"timrom""Warp".1,0translate<-1,-.1,2>}// - Warp -
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"Yeager" <non### [at] club-internetfr> wrote:
> Hi!!!
>
> I need some explanation about the radiosity algorithm. I don't want to know
> how use radiosity on POV.
> I didn't find the source given in the code source: Ward G. J. A ray tracing
> solution for diuse interreflexion. In Computer Graphics
> (SIGGRAPH '88 Proceedings), volume 22, pages 85{92, August 1988.
>
> Can you give some links please?
I think you'll find this thread helpful, Yeager
http://news.povray.org/povray.advanced-users/thread/%3C41b61a64%40news.povray.org%3E/
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