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28 Dec 2024 11:15:32 EST (-0500)
  Physically based rendering (Message 4 to 13 of 63)  
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From: Orchid Win7 v1
Subject: Re: Physically based rendering
Date: 22 Jun 2015 14:28:35
Message: <558853d3$1@news.povray.org>
On 22/06/2015 05:07 PM, clipka wrote:
> PBR avoids old-school shading models and rendering algorithms that were
> designed to achieve a particular effect, and instead uses mechanisms
> that were designed to model the underlying physical processes.
>
> POV-Ray has been heavily geared towards PBR in recent times, and UberPOV
> should by now be a viable PBR tool, provided you stick to the following
> rules:

I don't know, man. Like, in the beginning, everybody did scanline 
rendering, which is very fast and just barely capable of crudely 
approximating enough effects to be almost believable.

And then people started using ray-tracers, which "model the real 
physics" to achieve far more realistic results. They work by directly 
tracing individual rays of light, rather than trying to fake it somehow 
with clever short-cuts. Things like physically correct specular 
reflection on curved surfaces are trivial for a ray tracer, but 
notoriously difficult with scanline rendering.

...except that classical ray-tracers are *still* using short-cuts. Like 
point-lights. These do not exist in the real world, but look just about 
convincing enough that it can look OK. Or "ambient light", which is a 
crude approximation to global diffuse inter-reflection...

So people start adding hacks like photon maps and pre-computed radiosity 
to try to work around the defects.

And now, people just run unbiased renderers on the GPU which *directly* 
simulate all manner of effects like caustics and diffuse reflection 
properly, by simply computing *all* light paths by brute force...


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From: Stephen
Subject: Re: Physically based rendering
Date: 22 Jun 2015 15:30:16
Message: <55886248$1@news.povray.org>
On 22/06/2015 19:28, Orchid Win7 v1 wrote:
> And now, people just run unbiased renderers on the GPU which *directly*
> simulate all manner of effects like caustics and diffuse reflection
> properly, by simply computing *all* light paths by brute force...

My mind is blown by the graphics in Elite Dangerous Sometimes I just 
look at it and stare into space. @ 120 fps. :-)


-- 

Regards
     Stephen


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From: Orchid Win7 v1
Subject: Re: Physically based rendering
Date: 22 Jun 2015 16:26:32
Message: <55886f78$1@news.povray.org>
On 22/06/2015 08:30 PM, Stephen wrote:
> On 22/06/2015 19:28, Orchid Win7 v1 wrote:
>> And now, people just run unbiased renderers on the GPU which *directly*
>> simulate all manner of effects like caustics and diffuse reflection
>> properly, by simply computing *all* light paths by brute force...
>
> My mind is blown by the graphics in Elite Dangerous Sometimes I just
> look at it and stare into space. @ 120 fps. :-)

Uh... Isn't Elite Dangerous just a thousand parsecs of EMPTY NOTHINGNESS??


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From: Stephen
Subject: Re: Physically based rendering
Date: 22 Jun 2015 18:29:49
Message: <55888c5d$1@news.povray.org>
On 22/06/2015 21:26, Orchid Win7 v1 wrote:
> On 22/06/2015 08:30 PM, Stephen wrote:
>> On 22/06/2015 19:28, Orchid Win7 v1 wrote:
>>> And now, people just run unbiased renderers on the GPU which *directly*
>>> simulate all manner of effects like caustics and diffuse reflection
>>> properly, by simply computing *all* light paths by brute force...
>>
>> My mind is blown by the graphics in Elite Dangerous Sometimes I just
>> look at it and stare into space. @ 120 fps. :-)
>
> Uh... Isn't Elite Dangerous just a thousand parsecs of EMPTY NOTHINGNESS??

Yes, until you come to the busy bits.

Here's some empty bits

http://imgur.com/a/kmdku

-- 

Regards
     Stephen


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From: clipka
Subject: Re: Physically based rendering
Date: 22 Jun 2015 22:41:46
Message: <5588c76a$1@news.povray.org>
Am 22.06.2015 um 22:26 schrieb Orchid Win7 v1:

>> My mind is blown by the graphics in Elite Dangerous Sometimes I just
>> look at it and stare into space. @ 120 fps. :-)
>
> Uh... Isn't Elite Dangerous just a thousand parsecs of EMPTY NOTHINGNESS??

As with many things you haven't actually tried out, once again you don't 
have a clue ;)


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From: clipka
Subject: Re: Physically based rendering
Date: 22 Jun 2015 22:52:20
Message: <5588c9e4$1@news.povray.org>
Am 22.06.2015 um 22:26 schrieb Orchid Win7 v1:

>> My mind is blown by the graphics in Elite Dangerous Sometimes I just
>> look at it and stare into space. @ 120 fps. :-)
>
> Uh... Isn't Elite Dangerous just a thousand parsecs of EMPTY NOTHINGNESS??

(BTW, you don't even have the magnitude right; ED is about 30 times 
larger than that :P)


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From: Orchid Win7 v1
Subject: Re: Physically based rendering
Date: 23 Jun 2015 03:03:34
Message: <558904c6@news.povray.org>
On 23/06/2015 03:41 AM, clipka wrote:
> Am 22.06.2015 um 22:26 schrieb Orchid Win7 v1:
>> Uh... Isn't Elite Dangerous just a thousand parsecs of EMPTY
>> NOTHINGNESS??
>
> As with many things you haven't actually tried out, once again you don't
> have a clue ;)

Well, as you say, I haven't actually seen the game. But I was under the 
impression that space is black. Except for a few infinitesimal points of 
white light. Doesn't sound like an amazing visual experience. ;-)


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From: Orchid Win7 v1
Subject: Re: Physically based rendering
Date: 23 Jun 2015 03:03:58
Message: <558904de$1@news.povray.org>
On 23/06/2015 03:52 AM, clipka wrote:
> Am 22.06.2015 um 22:26 schrieb Orchid Win7 v1:
>> Uh... Isn't Elite Dangerous just a thousand parsecs of EMPTY
>> NOTHINGNESS??
>
> (BTW, you don't even have the magnitude right; ED is about 30 times
> larger than that :P)

Oh, like I had ANY HOPE of guessing that right! :-P


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From: Thomas de Groot
Subject: Re: Physically based rendering
Date: 23 Jun 2015 03:28:17
Message: <55890a91$1@news.povray.org>
On 22-6-2015 18:07, clipka wrote:
> POV-Ray has been heavily geared towards PBR in recent times, and UberPOV
> should by now be a viable PBR tool, provided you stick to the following
> rules:

Now, that is a comprehensive tutorial about do's and dont's. Thanks 
indeed Christoph.

No more sad examples of reflective spheres on chequered planes :-)

-- 
Thomas


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From: Stephen
Subject: Re: Physically based rendering
Date: 23 Jun 2015 04:22:27
Message: <55891743$1@news.povray.org>
On 23/06/2015 08:03, Orchid Win7 v1 wrote:
> On 23/06/2015 03:41 AM, clipka wrote:
>> Am 22.06.2015 um 22:26 schrieb Orchid Win7 v1:
>>> Uh... Isn't Elite Dangerous just a thousand parsecs of EMPTY
>>> NOTHINGNESS??
>>
>> As with many things you haven't actually tried out, once again you don't
>> have a clue ;)
>
> Well, as you say, I haven't actually seen the game. But I was under the
> impression that space is black. Except for a few infinitesimal points of
> white light. Doesn't sound like an amazing visual experience. ;-)

The bits where the black has things in it. Is not so black. ;-)

The level of detail at space stations makes me jealous and if I could 
make one of the close ups of the stars, in povray. I would make my 
fortune if it could be rendered 60+ fps.
I am envious of clipka who has an oculus rift. The view must be 
spectacular, even at the lower resolution.


-- 

Regards
     Stephen


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