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Looking at the mesh_camera ... LOVE it, my dreams for novel cameras is realised!
However it seems that creating a mesh for reasonable resolution images is
problematic, rendering a 2Kx1K image, so the corresponding mesh is also 2Kx1K
and the parsing takes a long time. Am I missing something? Is there a way to
interpolate higher resolution images from lower resolution meshes?
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On 10/27/18 7:59 AM, Paul Bourke wrote:
> Looking at the mesh_camera ... LOVE it, my dreams for novel cameras is realised!
> However it seems that creating a mesh for reasonable resolution images is
> problematic, rendering a 2Kx1K image, so the corresponding mesh is also 2Kx1K
> and the parsing takes a long time. Am I missing something? Is there a way to
> interpolate higher resolution images from lower resolution meshes?
>
>
See the thread:
http://news.povray.org/povray.general/thread/%3C56d72b90%241%40news.povray.org%3E/
in which I posted some code taking advantage of one of the mesh camera's
ability to work by mesh row - considerably speeding up parsing at the
cost of fixed output orientation. Other than that I am not aware of any
ability to speed things up or to interpolate larger images from smaller
meshes. My experience with the mesh camera code is limited though so
perhaps someone knows otherwise.
FYI. If you are running a 3.8 alpha release, you might be interested in
the user_defined camera which uses functions.
http://wiki.povray.org/content/Reference:Camera#User_defined_projection
It too can be a little slow - in the render phase - compared to hard
coded cameras. Especially true as the controlling functions get more
complex. Here I got part way on a method storing doubles in df3 files
with the thought of implementing simpler look up functions for stored
vectors for different cameras. Stopped as the functions converting from
the read df3 to doubles for vector values were themselves kind of slow.
I thought it unlikely the result would be much faster than functions I
was using in the user_defined camera. The method might though be faster
than parsing for large mesh cameras in your aim is to create a bunch of
complex cameras stored as values/meshes.
You might too check out Le Forgeron (Jérôme's) version of POV-Ray which
has some additional cameras hard coded. See:
http://wiki.povray.org/content/User:Le_Forgeron
If working with ODS stuff in particular the following howto from the
wiki related to the thread at top may be of interest:
http://wiki.povray.org/content/HowTo:ODS
Good to see you posting here again! I've certainly used a lot of
information off your web sites over the years.
Bill P.
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Thanks for the pointers.
Not for ODS, but rather "inverse panoramas", some examples here
http://paulbourke.net/miscellaneous/inversepano/
Multiplicity of viewpoints on the exterior of an object. The ones there
currently are cylindrical, doing spherical (equirectangular) now.
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Am 28.10.2018 um 05:23 schrieb Paul Bourke:
> Thanks for the pointers.
> Not for ODS, but rather "inverse panoramas", some examples here
> http://paulbourke.net/miscellaneous/inversepano/
> Multiplicity of viewpoints on the exterior of an object. The ones there
> currently are cylindrical, doing spherical (equirectangular) now.
That's some fascinating work.
I'd certainly recommend `user_defined` camera for this purpose, as you
"only" need to plug in formulas, don't have to wrap your brain around
making a corresponding mesh, and don't get excessive memory requirements
at high resolutions.
As long as the functions don't do anything particularly fancy, I don't
expect render speed to be a problem. At the very least it should beat
the mesh camera hands down anytime.
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Le 18-10-28 à 00:23, Paul Bourke a écrit :
> Thanks for the pointers.
> Not for ODS, but rather "inverse panoramas", some examples here
> http://paulbourke.net/miscellaneous/inversepano/
> Multiplicity of viewpoints on the exterior of an object. The ones there
> currently are cylindrical, doing spherical (equirectangular) now.
>
>
>
Maybe it could be obtained using one of the cylindrical cameras.
Set your object with an interior_tecture{rgbt 1} and surround it with a
larger cylindrical mirror matching the cylindrical camera.
Did not try, but could be worth a few tests.
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These renders are truly amazing!
Where did you get those 3D models of those humans and other items?
---
Diese E-Mail wurde von AVG auf Viren geprüft.
http://www.avg.com
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On 29.10.2018 2:32, Alain wrote:
> Maybe it could be obtained using one of the cylindrical cameras.
> Set your object with an interior_tecture{rgbt 1} and surround it with a
> larger cylindrical mirror matching the cylindrical camera.
no_image keyword might also be helpful to only see the reflection.
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