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20 Jun 2024 07:51:34 EDT (-0400)
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From: Orchid Win7 v1
Subject: Re: Why do I use PovRay?
Date: 7 Mar 2017 13:07:35
Message: <58bef6e7$1@news.povray.org>
On 04/03/2017 09:19 AM, Stephen wrote:

> Since we seem to have lost our mascot I thought I would stand in for
> Andrew, for a while.

I don't think it's just Andrew we've lost... This place is like a ghost 
town now, sadly.


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From: Kevin Wampler
Subject: Re: Why do I use PovRay?
Date: 7 Mar 2017 13:16:42
Message: <58bef90a$1@news.povray.org>
On 3/4/2017 1:19 AM, Stephen wrote:
>
> So what brought this on? Drugs actually, I woke up early at 4 am and as
> I am going into town today. To stop falling asleep I took one of my
> remaining Modafinil tablets that I was prescribed for jet lag, a few
> years ago. It is known as a “smart drug” a cognitive enhancer. I would
> never use it for that if I were studying. I find it too easy to get
> distracted. I was watching a video on very large numbers when it went on
> to TREE(3). So I googled it and spent an hour following the links within
> links in Wikipedia so I could try and understand what was being talked
> about.

If you have some math background, I really like this paper describing 
some of the set theory proofs behind the TREE function: 
http://www.cis.upenn.edu/~jean/kruskal.pdf


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From: Stephen
Subject: Re: Why do I use PovRay?
Date: 7 Mar 2017 14:08:49
Message: <58bf0541$1@news.povray.org>
On 3/7/2017 6:07 PM, Orchid Win7 v1 wrote:
> On 04/03/2017 09:19 AM, Stephen wrote:
>
>> Since we seem to have lost our mascot I thought I would stand in for
>> Andrew, for a while.
>
> I don't think it's just Andrew we've lost... This place is like a ghost
> town now, sadly.

You're not kidding. Remember that PovCon in London?
Well thee and me are the only ones left. :-(
Ochone, ochone.

-- 

Regards
     Stephen


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From: Stephen
Subject: Re: Why do I use PovRay?
Date: 7 Mar 2017 14:12:22
Message: <58bf0616$1@news.povray.org>
On 3/7/2017 6:16 PM, Kevin Wampler wrote:
> On 3/4/2017 1:19 AM, Stephen wrote:
>>
>> So what brought this on? Drugs actually, I woke up early at 4 am and as
>> I am going into town today. To stop falling asleep I took one of my
>> remaining Modafinil tablets that I was prescribed for jet lag, a few
>> years ago. It is known as a “smart drug” a cognitive enhancer. I would
>> never use it for that if I were studying. I find it too easy to get
>> distracted. I was watching a video on very large numbers when it went on
>> to TREE(3). So I googled it and spent an hour following the links within
>> links in Wikipedia so I could try and understand what was being talked
>> about.
>
> If you have some math background, I really like this paper describing
> some of the set theory proofs behind the TREE function:
> http://www.cis.upenn.edu/~jean/kruskal.pdf
>

I do but only as some tends to zero. ;)
But thanks for the thought. And if you can't hit it with a shifting 
spanner. I can't use it. :(

-- 

Regards
     Stephen


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From: Orchid Win7 v1
Subject: Re: Why do I use PovRay?
Date: 8 Mar 2017 13:32:19
Message: <58c04e33$1@news.povray.org>
On 07/03/2017 07:08 PM, Stephen wrote:
> On 3/7/2017 6:07 PM, Orchid Win7 v1 wrote:
>> I don't think it's just Andrew we've lost... This place is like a ghost
>> town now, sadly.
>
> You're not kidding. Remember that PovCon in London?
> Well thee and me are the only ones left. :-(

I guess POV-Ray is pretty much a dying technology at this point. I have 
no idea what the cool kids are using these days; probably some 
GPU-accelerated polygon renderer with global light transport.

It's a shame there isn't something modern that has a scene description 
language like the SDL. But then again, if you actually have the talent 
to model stuff, what do you need SDL for?

(I guess it's a bit like how nobody uses MetaFont. For all its technical 
excellence, the kind of people who have the graphic design skills to 
design typefaces don't want to be programmers; they want to be graphic 
designers!)


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From: scott
Subject: Re: Why do I use PovRay?
Date: 9 Mar 2017 04:57:56
Message: <58c12724$1@news.povray.org>
> I guess POV-Ray is pretty much a dying technology at this point. I have
> no idea what the cool kids are using these days; probably some
> GPU-accelerated polygon renderer with global light transport.

I used to use POV a lot for rendering CAD models that I had generated 
elsewhere. Now we bought software called "KeyShot" at work, the ease and 
speed that you can create photorealistic renders and animations is 
insane. I can create a 2 minute animation of various parts going 
together in an assembly in the same time it would take me to get a still 
image set up (camera angles, materials, lighting etc) in POV.

> It's a shame there isn't something modern that has a scene description
> language like the SDL. But then again, if you actually have the talent
> to model stuff, what do you need SDL for?

And if you have the talent to program, why use SDL? Recently I've been 
writing a C#/OpenGL Mandelbulb animation renderer. It runs about 30 fps 
(which lets you fly around in realtime to setup the image), but I 
average 100 frames together and write that out for high quality 
anti-aliased and focal-blurred frames. Eventually I want to come up with 
some method of recording the path you fly through with the mouse 
control, then do some processing on the path (eg to smooth it out and 
add correct focal distance) and then use that path to record frames for 
a high quality animation. All with approx 0% CPU usage, so I could be 
running POV at the same time :-)


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From: Orchid Win7 v1
Subject: Re: Why do I use PovRay?
Date: 9 Mar 2017 13:18:47
Message: <58c19c87@news.povray.org>
On 09/03/2017 09:57 AM, scott wrote:
>> I guess POV-Ray is pretty much a dying technology at this point. I have
>> no idea what the cool kids are using these days; probably some
>> GPU-accelerated polygon renderer with global light transport.
>
> I used to use POV a lot for rendering CAD models that I had generated
> elsewhere. Now we bought software called "KeyShot" at work, the ease and
> speed that you can create photorealistic renders and animations is
> insane.

Yeah, I suspect anything GPU-powered is going to out-strip POV-Ray by 
many orders of magnitude. Indeed, there are WebGL demos that do stuff 
*in a web browser* that would take months to render in POV-Ray! (Trouble 
is, as I discovered, rendering an entire scene as a single monolithic 
shader doesn't scale beyond a few objects.)

>> It's a shame there isn't something modern that has a scene description
>> language like the SDL. But then again, if you actually have the talent
>> to model stuff, what do you need SDL for?
>
> And if you have the talent to program, why use SDL? Recently I've been
> writing a C#/OpenGL Mandelbulb animation renderer.

I have literally no idea how you would even *begin* to do something like 
that.

I used to assume that a 3D card takes a model and then renders it. Then 
I started reading some of the OpenGL spec, and realised that actually, 
the 3D card does *almost nothing*. It merely knows how to draw 
texture-mapped polygons really, *really* fast. If you want shadows, 
reflection, refraction, scattering... tough. You can't have it. (Or 
rather, you *can*... if you spend many, many months programming it all.)

The OpenGL API is huge, complex, and mostly undocumented. It's also 
extremely imperative. And you can't debug it. (I did see a while back a 
rather amusing page listing 35 different ways to accidentally render a 
completely black image...)

That said, I do wonder if there's a way to do physically-correct depth 
of field rendering using only polygon graphics. Like, if you could 
render multiple images from different angles and sum them... It would be 
far too slow for realtime, but I think you could do it.


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From: Bald Eagle
Subject: Re: Why do I use PovRay?
Date: 9 Mar 2017 13:30:00
Message: <web.58c19e57720c8ab5c437ac910@news.povray.org>
Orchid Win7 v1 <voi### [at] devnull> wrote:

> That said, I do wonder if there's a way to do physically-correct depth
> of field rendering using only polygon graphics. Like, if you could
> render multiple images from different angles and sum them... It would be
> far too slow for realtime, but I think you could do it.

Fourier depth of field?

I hear it's all the rage  ;)


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From: scott
Subject: Re: Why do I use PovRay?
Date: 10 Mar 2017 04:18:41
Message: <58c26f71@news.povray.org>
>> I used to use POV a lot for rendering CAD models that I had generated
>> elsewhere. Now we bought software called "KeyShot" at work, the ease and
>> speed that you can create photorealistic renders and animations is
>> insane.
>
> Yeah, I suspect anything GPU-powered is going to out-strip POV-Ray by
> many orders of magnitude. Indeed, there are WebGL demos that do stuff
> *in a web browser* that would take months to render in POV-Ray! (Trouble
> is, as I discovered, rendering an entire scene as a single monolithic
> shader doesn't scale beyond a few objects.)

KeyShot doesn't use the GPU, it is CPU based. But I assume it is 
massively optimised for triangle-mesh rendering - it converts the CAD 
models to meshes (at your requested accuracy level) when you import 
them. The main point is that anyone in my team can pick up how to use 
that software pretty much intuitively, imagine giving someone POV and a 
copy of slp2pov for the first time and asking them to produce a 
photo-realistic animation!

> The OpenGL API is huge, complex, and mostly undocumented. It's also
> extremely imperative. And you can't debug it. (I did see a while back a
> rather amusing page listing 35 different ways to accidentally render a
> completely black image...)

The only bit of OpenGL I use is to draw two big triangles that cover the 
screen. There are plenty of tutorials on how to do that online and it's 
relatively simple. All the clever stuff is done in the shader used for 
those two triangles.


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From: Kevin Wampler
Subject: Re: Why do I use PovRay?
Date: 10 Mar 2017 14:37:08
Message: <58c30064$1@news.povray.org>
On 3/9/2017 1:57 AM, scott wrote:
> And if you have the talent to program, why use SDL?

I don't use Pov-Ray all that frequently these days, but when I do it's 
almost always because of the SDL.  It's a handy way to pre-render icons 
or textures when you don't need things to be real-time.  I like having a 
single text file in a standardized format be the only thing that's 
needed to generate the images, and the scripting capabilities provided 
by the SDL are at about the right level for what's needed for the tasks.


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