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28 Oct 2024 15:15:13 EDT (-0400)
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From: Invisible
Subject: Re: Be very afraid...
Date: 24 Sep 2009 04:26:57
Message: <4abb2d51$1@news.povray.org>
scott wrote:
>> this is an insanely amazing Crysis mod shot too:
>>
>>
http://www1.picturepush.com/photo/a/1578869/1024/Crysis/crysis64-2009-04-11-19-45-23-44.png

>>
> 
> Imagine how long that would take to render in POV, media, DOF, 
> refraction! And I don't think the result would be *that* different 
> (maybe the refraction would look slightly different, but a normal person 
> probably couldn't tell which one was correct, especially during animation).

It wouldn't have all those glitches that games have though. (Like grass 
that rotates as you run past it, or "mist" that has sharp edges where it 
intersects things.)


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From: Jim Henderson
Subject: Re: Be very afraid...
Date: 24 Sep 2009 04:28:16
Message: <4abb2da0@news.povray.org>
On Thu, 24 Sep 2009 09:25:52 +0100, Invisible wrote:

> I was under the impression that splines can describe any possible
> surface.

"When the only tool you have is a hammer, everything looks like a nail."

In my current sleep-deprived state, that seems a relevant quote.  It may 
not after I go to bed, sleep, wake up, shower, and come back up here in 
the morning.  But right now it seems relevant.

Jim ZZZZzzzzzzzzzzzzzzzzzzzzzzzz.................


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From: scott
Subject: Re: Be very afraid...
Date: 24 Sep 2009 05:07:43
Message: <4abb36df@news.povray.org>
>> I don't understand the fascination with perfect mathematically described 
>> surfaces, they are inflexible and slow to render.
>
> Really? I was under the impression that splines can describe any possible 
> surface.

How do you render a splined surface directly?  Even POV converts them to 
triangles first!

> Triangles, on the other hand, can only give a crude approximation to 
> curves.

In practice display devices are made of pixels, so using triangles you can 
always get exactly the same output as using the true curve.  Have you ever 
seen any "crude approximations" to curves in film CG?


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From: Invisible
Subject: Re: Be very afraid...
Date: 24 Sep 2009 05:21:49
Message: <4abb3a2d$1@news.povray.org>
>> Really? I was under the impression that splines can describe any 
>> possible surface.
> 
> How do you render a splined surface directly?  Even POV converts them to 
> triangles first!

It's news to me that POV supports splines in the first place.

>> Triangles, on the other hand, can only give a crude approximation to 
>> curves.
> 
> In practice display devices are made of pixels, so using triangles you 
> can always get exactly the same output as using the true curve.

Only if you have the original curve to hand.

> Have you ever seen any "crude approximations" to curves in film CG?

Have you ever seen any curved surfaces in computer games?

If you *insist* on using triangles, you're going to need a hell of a lot 
of them to fake the appearence of a good curve. That means you either 
need a triangle mesh of absurd dimensions, or you need to generate the 
triangles on the fly.

What all known computer games do is use a static, very low resolution 
triangle mesh and then smother it with lashes of low-level trickery to 
give a vague semblance of curvature.


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From: scott
Subject: Re: Be very afraid...
Date: 24 Sep 2009 05:28:10
Message: <4abb3baa$1@news.povray.org>
>> Imagine how long that would take to render in POV, media, DOF, 
>> refraction! And I don't think the result would be *that* different (maybe 
>> the refraction would look slightly different, but a normal person 
>> probably couldn't tell which one was correct, especially during 
>> animation).
>
> It wouldn't have all those glitches that games have though. (Like grass 
> that rotates as you run past it, or "mist" that has sharp edges where it 
> intersects things.)

I don't think modern games have those glitches anymore, the grass is true 3D 
geometry not just billboards, and the mist billboards usually compare depths 
of existing pixels to avoid the hard edges with geometry.  Some games even 
have true 3D volume textures and rendering for smoke and mist, I don't know 
if Crysis uses this or just cheats with multiple billboards.  Maybe the 
glitches you mention are on a game from 5 years ago or on a very badly 
written modern one.


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From: scott
Subject: Re: Be very afraid...
Date: 24 Sep 2009 05:36:37
Message: <4abb3da5$1@news.povray.org>
> It's news to me that POV supports splines in the first place.

It does bezier patches which are the closest you are going to get to 
describing "any curved surface" mathematically.

> Only if you have the original curve to hand.

What if you designed the curve by seeing how it turned out after 
sub-divison?  Blender works like this, you can edit the vertices of a very 
rough triangle mesh and see how the perfectly smooth surface reacts in real 
time.  You are then defining the "original curve" by the crude mesh.

> If you *insist* on using triangles, you're going to need a hell of a lot 
> of them to fake the appearence of a good curve. That means you either need 
> a triangle mesh of absurd dimensions, or you need to generate the 
> triangles on the fly.

Exactly.  This is what all film-quality renderers do.

> What all known computer games do is use a static, very low resolution 
> triangle mesh and then smother it with lashes of low-level trickery to 
> give a vague semblance of curvature.

Of course, because that method gets the highest quality output in realtime. 
And it's very easy to have two (or more) versions of a mesh at different 
resolutions, eg for stills rendering, close-up real-time rendering, far away 
rendering etc.  When you have a mathematical surface rendered directly it's 
very difficult to speed it up!


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From: Invisible
Subject: Re: Be very afraid...
Date: 24 Sep 2009 05:40:39
Message: <4abb3e97$1@news.povray.org>
scott wrote:
>>> Imagine how long that would take to render in POV, media, DOF, 
>>> refraction! And I don't think the result would be *that* different 
>>> (maybe the refraction would look slightly different, but a normal 
>>> person probably couldn't tell which one was correct, especially 
>>> during animation).
>>
>> It wouldn't have all those glitches that games have though. (Like 
>> grass that rotates as you run past it, or "mist" that has sharp edges 
>> where it intersects things.)
> 
> I don't think modern games have those glitches anymore, the grass is 
> true 3D geometry not just billboards, and the mist billboards usually 
> compare depths of existing pixels to avoid the hard edges with 
> geometry.  Some games even have true 3D volume textures and rendering 
> for smoke and mist, I don't know if Crysis uses this or just cheats with 
> multiple billboards.  Maybe the glitches you mention are on a game from 
> 5 years ago or on a very badly written modern one.

HalfLife 2: Episode 2 has mist in one section. Looks really 
impressive... until it intersects something.

Mind you, POV-Ray has the exact same problem, until you turn the 
settings up so high that it takes 82+ hours to render a single frame...


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From: nemesis
Subject: Re: Be very afraid...
Date: 24 Sep 2009 06:41:00
Message: <4abb4cbc$1@news.povray.org>
Ever heard of subdivision surfaces, Andrew?  You can get a perfectly 
round sphere out of a plain cube cage by specifying up to 5 iterations. 
  This is the norm in the industry, and there's also NURBS.

Pixar got its own gig with REYES in Renderman, basically an automatic 
triangulator breaking down every geometry on screen into triangles until 
they are less than one pixel wide in the final resolution.  It probably 
breaks them down by subdivision as well, since one of the well-known 
algorithms has the name of one of Pixar founding fathers...

No one designs multibillion triangle meshes by carefully moving them one 
by one.

BTW:
http://www.3d-coat.com/v3_voxel_sculpting.html


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From: Invisible
Subject: Re: Be very afraid...
Date: 24 Sep 2009 06:43:34
Message: <4abb4d56$1@news.povray.org>
nemesis wrote:
> Ever heard of subdivision surfaces, Andrew?  You can get a perfectly 
> round sphere out of a plain cube cage by specifying up to 5 iterations. 

Yes. But the resulting surface can only be controlled by the 8 original 
cube corners. That's not much control.

> No one designs multibillion triangle meshes by carefully moving them one 
> by one.

And yet, in all known editors, moving triangle corners around one at a 
time is the only available editing operation...


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From: nemesis
Subject: Re: Be very afraid...
Date: 24 Sep 2009 07:46:38
Message: <4abb5c1e$1@news.povray.org>
Invisible wrote:
> nemesis wrote:
>> Ever heard of subdivision surfaces, Andrew?  You can get a perfectly 
>> round sphere out of a plain cube cage by specifying up to 5 iterations. 
> 
> Yes. But the resulting surface can only be controlled by the 8 original 
> cube corners. That's not much control.

If you need refinement, you do loop cuts over the control cage and extrude.

>> No one designs multibillion triangle meshes by carefully moving them 
>> one by one.
> 
> And yet, in all known editors, moving triangle corners around one at a 
> time is the only available editing operation...

You have your head in the 80's.  Do you ever click on the links I provide?


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