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It seems to me that POV still needs a good solution for objects that should, in
theory, touch each other. Like, for example, a glass filled with wine.
We need to model...
(1) the glass, with a certain IOR, a certain reflectivity when interfacing with
air, maybe interior effects like fading, etc.;
(2) the wine, with similar issues, but different values; and
(3) the interface between glass and wine.
(1) and (2) should be no big deal for an experienced POVer, but it seems to me
that the ideal solution to address (3) still has to be found (which gives rise
to the assumption that it would require a change to the POV code).
In practice, what you get is either...
(a) coincident surface artifacts, if you try to make the objects really touch;
(b) unrealistically strong reflections, if you try to make the wine a bit
smaller or larger than the cavity to be filled, due to either an "air gap" or
an "overlap" forming a pair of interfaces instead of a single one, both which
will cause reflections, and even interreflections between the two;
(c) broken interior effects, if you try to suppress one of the interfaces by
using "clipped_by".
I therefore propose the following two alternative mechanisms, both of which I
expect to provide a really sound solution to this issue, and be reasonably
simple to implement:
(A) Overlap Priority
Each object is assigned a priority level for the sake of overlapping with other
objects, defaulting to Zero.
If a ray is still inside object A and enters an object B with lower overlap
priority, the ray will not be affected in any way, except that B will be added
to the "inside stack", so that when the ray leaves A while still inside B, the
tracing algorithm will compute A->B interface effects.
Conversely, if a ray is inside object B and enters object A, B->A interface
effects will be computed, but upon leaving object B while still inside A,
object B will only be removed from the "inside stack", without otherwise
affecting the ray.
If a ray is inside object A and enters an object A' with same overlap priority,
behavior will remain as it is now.
With this mechanism, the "correct" way to model a glass of wine would be to
increase the wine a bit in size, and flag it as "overlap_priority -1" (other
values might be used to create a hierarchy of priorities; the higher the value,
the higher the priority; positive values could be used as well).
"Air" would be considered as having an infinitely low priority.
(Note that this approach would open up an alternative way of creating CSG
objects using only scene-level primitives, which I imagine might increase
performance in certain situations.)
As this approach relies on objects overlapping to create the desired effects, I
propose the following complementary mechanism:
When checking intersection points for the nearest intersection, objects with a
lower overlap priority than the current medium get a "bonus" (i.e. are
considered closer), while those with a higher overlap priority get a "penalty"
(i.e. are considered further away), by a distance slightly more than (maybe
twice) the minimum intersection distance.
This way, to stick with the wine glass example, both the wine and the cavity to
be filled can be modeled to have exactly the same shape, while from the trace
algorithm's point of view they will seem to overlap enough to not suffer from
coincident surface issues.
As a result, the wine could be created as having exactly the same shape as the
cavity to be filled, and would just have to be flagged as "overlap_priority
-1", to get the desired effects.
(B) Coincident Surface Recognition:
When checking intersection points for the nearest intersection, not only the
nearest intersection is determined, but both the nearest "leaving" and
"entering" intersections.
If the distance between these two intersections is smaller than the minimum
intersection distance, this shall be considered as the ray leaving object A
while at the same time entering object B, i.e. object A is removed from the
"inside stack", object B is added to the "inside stack", and effects are
computed for an A->B interface traversal.
With this mechanism in place, the wine would just have to be modeled in exactly
the same shape as the cavity (possibly by differencing away one from the
other); the algorithm would be robust enough to deal with possible rounding
issues; no additional hints would be required in the scene file.
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"clipka" <nomail@nomail> wrote:
> It seems to me that POV still needs a good solution for objects that should, in
> theory, touch each other. Like, for example, a glass filled with wine.
>
>
> We need to model...
>
> (1) the glass, with a certain IOR, a certain reflectivity when interfacing with
> air, maybe interior effects like fading, etc.;
>
> (2) the wine, with similar issues, but different values; and
>
> (3) the interface between glass and wine.
>
> (1) and (2) should be no big deal for an experienced POVer, but it seems to me
> that the ideal solution to address (3) still has to be found (which gives rise
> to the assumption that it would require a change to the POV code).
>
> In practice, what you get is either...
>
> (a) coincident surface artifacts, if you try to make the objects really touch;
>
> (b) unrealistically strong reflections, if you try to make the wine a bit
> smaller or larger than the cavity to be filled, due to either an "air gap" or
> an "overlap" forming a pair of interfaces instead of a single one, both which
> will cause reflections, and even interreflections between the two;
>
> (c) broken interior effects, if you try to suppress one of the interfaces by
> using "clipped_by".
>
>
> I therefore propose the following two alternative mechanisms, both of which I
> expect to provide a really sound solution to this issue, and be reasonably
> simple to implement:
>
>
> (A) Overlap Priority
>
> Each object is assigned a priority level for the sake of overlapping with other
> objects, defaulting to Zero.
>
> If a ray is still inside object A and enters an object B with lower overlap
> priority, the ray will not be affected in any way, except that B will be added
> to the "inside stack", so that when the ray leaves A while still inside B, the
> tracing algorithm will compute A->B interface effects.
>
> Conversely, if a ray is inside object B and enters object A, B->A interface
> effects will be computed, but upon leaving object B while still inside A,
> object B will only be removed from the "inside stack", without otherwise
> affecting the ray.
>
> If a ray is inside object A and enters an object A' with same overlap priority,
> behavior will remain as it is now.
>
> With this mechanism, the "correct" way to model a glass of wine would be to
> increase the wine a bit in size, and flag it as "overlap_priority -1" (other
> values might be used to create a hierarchy of priorities; the higher the value,
> the higher the priority; positive values could be used as well).
>
> "Air" would be considered as having an infinitely low priority.
>
> (Note that this approach would open up an alternative way of creating CSG
> objects using only scene-level primitives, which I imagine might increase
> performance in certain situations.)
>
> As this approach relies on objects overlapping to create the desired effects, I
> propose the following complementary mechanism:
>
> When checking intersection points for the nearest intersection, objects with a
> lower overlap priority than the current medium get a "bonus" (i.e. are
> considered closer), while those with a higher overlap priority get a "penalty"
> (i.e. are considered further away), by a distance slightly more than (maybe
> twice) the minimum intersection distance.
>
> This way, to stick with the wine glass example, both the wine and the cavity
> be filled can be modeled to have exactly the same shape, while from the trace
> algorithm's point of view they will seem to overlap enough to not suffer from
> coincident surface issues.
>
> As a result, the wine could be created as having exactly the same shape as the
> cavity to be filled, and would just have to be flagged as "overlap_priority
> -1", to get the desired effects.
>
>
> (B) Coincident Surface Recognition:
>
> When checking intersection points for the nearest intersection, not only the
> nearest intersection is determined, but both the nearest "leaving" and
> "entering" intersections.
>
> If the distance between these two intersections is smaller than the minimum
> intersection distance, this shall be considered as the ray leaving object A
> while at the same time entering object B, i.e. object A is removed from the
> "inside stack", object B is added to the "inside stack", and effects are
> computed for an A->B interface traversal.
>
> With this mechanism in place, the wine would just have to be modeled in exactly
> the same shape as the cavity (possibly by differencing away one from the
> other); the algorithm would be robust enough to deal with possible rounding
> issues; no additional hints would be required in the scene file.
A good idea.
But I think you're making the request to yourself! :-D
(Because it seems that you have already in mind where *to put your hands in the
source-code*).
Thanks,
--
Carlo
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"Carlo C." <nomail@nomail> wrote:
> A good idea.
> But I think you're making the request to yourself! :-D
Yeah, I was already worried that I might be :)
Still, even *if* I should end up implementing it myself (duh - once again, hope
is the last to die >_<), comments may be helpful to decide which of the two
approaches to pursue.
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"clipka" <nomail@nomail> wrote:
> "Carlo C." <nomail@nomail> wrote:
> > A good idea.
> > But I think you're making the request to yourself! :-D
>
> Yeah, I was already worried that I might be :)
>
> Still, even *if* I should end up implementing it myself (duh - once again, hope
> is the last to die >_<), comments may be helpful to decide which of the two
> approaches to pursue.
Sure!
From my point of view (always Beginner!), *(A) Overlap Priority* sounds good.
A kind of "z-index" (inappropriate comparison) to delete coincident surface
artifacts, unrealistically strong reflections, broken interior effects...
Sounds good!
And...
>(Note that this approach would open up an alternative way of creating CSG
>objects using only scene-level primitives, which I imagine might increase
>performance in certain situations.)
....This makes it even more attractive!
:-)
--
Carlo
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From: Thomas de Groot
Subject: Re: Feature request: Adjacent objects handling
Date: 18 Mar 2009 04:54:37
Message: <49c0b6cd@news.povray.org>
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In terms of *coding*, solution B seems to be the most *elegant* and
straightforward. I suppose it would tackle automatically all possible cases.
Solution A though, leaves some latitude to the user for tweaking things one
way or another... Overall, I prefer solution B.
Like Carlo suggested, it seems that you are well-provided for doing this :-)
[I have some - and very ancient (Fortran 77) - experience in coding, so I
always look at this with interest.]
Thomas
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On Mon, 16 Mar 2009 22:13:20 EDT, "clipka" <nomail@nomail> wrote:
>It seems to me that POV still needs a good solution for objects that should, in
>theory, touch each other. Like, for example, a glass filled with wine.
I would prefer solution B as this would involve no changes to existing scenes.
Also for solution A to work with a modeller the modeller would need to be
changed.
If I understand your proposed solutions, correctly.
BTW a volunteer is worth ten pressed men. Well done that man :)
--
Regards
Stephen
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Thomas de Groot wrote:
> In terms of *coding*, solution B seems to be the most *elegant* and
> straightforward. I suppose it would tackle automatically all possible cases.
> Solution A though, leaves some latitude to the user for tweaking things one
> way or another... Overall, I prefer solution B.
>
> Like Carlo suggested, it seems that you are well-provided for doing this :-)
>
> [I have some - and very ancient (Fortran 77) - experience in coding, so I
> always look at this with interest.]
>
> Thomas
>
>
I would agree with B, for two main reasons: 1. It seems like a more
realistic model, 2. It requires no change in existing SDL code (and
existing coding habits of people)
One potential issue in using this method is that many people tend to
define their pov 'base unit' differently, some with the whole scene
bounded by box{-10,10} while others could have a wine glass itself 200
units tall.
I propose that when the epsilon value (min intersection distance) is
set, it could be determined in a somewhat variable sense:
1) Set it to the standard 1e-6 by default and let the user change it in
global_settings{}, call it 'coincidence_distance' or something. I think
this would be best.
or
2) Set it to be a function of some aspect of the scene during parsing,
be it the largest finite object, the distance between the camera
location and look_at, sky sphere radius, whatever. This might not work
because you'd want to use the value before the scene is fully parsed.
cshake
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CShake <cshake+pov### [at] gmailcom> wrote:
> One potential issue in using this method is that many people tend to
> define their pov 'base unit' differently, some with the whole scene
> bounded by box{-10,10} while others could have a wine glass itself 200
> units tall.
> I propose that when the epsilon value (min intersection distance) is
> set, it could be determined in a somewhat variable sense:
> 1) Set it to the standard 1e-6 by default and let the user change it in
> global_settings{}, call it 'coincidence_distance' or something. I think
> this would be best.
As a matter of fact, there already is a constant with similar use in POV: The
MIN_ISECT_DEPTH (currently hard-coded to 1e-4) is the minimum distance from a
ray's origin (camera or an earlier intersection) to accept an intersection; any
intersection closer than that is currently ignored, probably mainly to avoid
"re-intersecting" at the ray's origin.
I was already thinking about making some of POVs internal key distances
accessible to the user. However, there is some risk of breaking the established
balance between those constants (and possibly even some more hidden in remote
parts of the code).
> 2) Set it to be a function of some aspect of the scene during parsing,
> be it the largest finite object, the distance between the camera
> location and look_at, sky sphere radius, whatever. This might not work
> because you'd want to use the value before the scene is fully parsed.
Actually... no, that would not be a problem. With the approach I have in mind,
the "extension" of the wine (I just stick to that example) will not be done
during scene parsing, but during tracing.
But I guess attempting to auto-tune those key distances would be faced with too
many unknowns. Distance between camera and look_at seems like the best
reference value to me for such a purpose (or focal plane if focal blur is used
in the shot), but still someone might e.g. have chosen look_at just because the
direction was ok, without paying attention to its distance. Or a shot may have
look_at point somewhere in the distance, but highly detailed stuff visible in
the foreground.
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clipka wrote:
> As a matter of fact, there already is a constant with similar use in POV: The
> MIN_ISECT_DEPTH (currently hard-coded to 1e-4) is the minimum distance from a
> ray's origin (camera or an earlier intersection) to accept an intersection; any
> intersection closer than that is currently ignored, probably mainly to avoid
> "re-intersecting" at the ray's origin.
Ah, that's why I was getting what I thought was a clipping issue with a
very small distance between two image_map (filtering) surfaces (1e-5 or
so, since it was a distance in less than mm when my base unit was in
ft). I sorta figured that was happening when it disappeared with a
change in scale.
> But I guess attempting to auto-tune those key distances would be faced with too
> many unknowns. Distance between camera and look_at seems like the best
> reference value to me for such a purpose (or focal plane if focal blur is used
> in the shot), but still someone might e.g. have chosen look_at just because the
> direction was ok, without paying attention to its distance. Or a shot may have
> look_at point somewhere in the distance, but highly detailed stuff visible in
> the foreground.
Exactly, it has too many potential problems to pick any single method. I
know I've made my camera look_at by normalizing a vector of the right
direction and adding it to the location, though it is infrequent. I've
almost never used a sky_sphere, since I either use a box to contain an
interior scene or a real sphere when doing HDRI lighting (for brightness
control). Focal blur is usually not turned on until final tests and the
'production' render, so any initial shape testing would not trigger it.
Using a randomly large object just to have a nearly infinite backdrop
yet still do something to it with CSG happens too, so the largest object
method I threw out there has its own set of problems. Even more so when
someone uses a big difference CSG and doesn't manually set a bounding box.
Having a loop that runs through all the possible intersections in the
scene and then maybe finding the number of 'intersections' (if only
between objects that have any transmit or filter, maybe even just with
defined ior) and the amount of overlap for each, then setting the value
to catch some percentage of them would be a bear to code. It could also
slow down parsing significantly.
Though having intersection detection code could make some things easier
for the user, like "drop all these spheres and stuff until they touch
the floor" ... yeah, that's not what povray is for anyway.
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From: Christian Froeschlin
Subject: Re: Feature request: Adjacent objects handling
Date: 19 Mar 2009 17:24:59
Message: <49c2b82b$1@news.povray.org>
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I'd vote for B, which seems rather elegant. The overlap priority
sounds a bit like a cumbersome adhoc parameter. I also second the
suggestion to make the epsilon configurable. In particular, it
should be possible to set it to 0 for backward compatibility
with existing wine glasses ;)
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