POV-Ray : Newsgroups : povray.off-topic : I give up rendering... Server Time
29 Jul 2024 18:19:58 EDT (-0400)
  I give up rendering... (Message 4 to 13 of 33)  
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From: Nekar Xenos
Subject: Re: I give up rendering...
Date: 25 Nov 2011 13:46:52
Message: <op.v5imf4e8ufxv4h@xena>
On Fri, 25 Nov 2011 06:18:29 +0200, jhu <nomail@nomail> wrote:

> http://www.youtube.com/watch?v=-_IKqjb9TRY&feature=colike
>
> This is the Titanic recreated in Cryengine 3. Holy crap! And it's better  
> than
> what I can do in Povray...
>

I'm sure that if you can get the same models you can do a render that  
looks better with pov-ray.
It may take a couple of weeks to render though...


-- 
-Nekar Xenos-


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From: Warp
Subject: Re: I give up rendering...
Date: 25 Nov 2011 14:19:30
Message: <4ecfea40@news.povray.org>
Nekar Xenos <nek### [at] gmailcom> wrote:
> I'm sure that if you can get the same models you can do a render that  
> looks better with pov-ray.
> It may take a couple of weeks to render though...

  Actually if you had the same models, textures and lightmaps as the
game engine has, it wouldn't take all that long to render. After all,
the scene consists of a bunch of meshes and lightmaps. That's very light
to raytrace.

  If you wanted soft shadows, that would take a little longer, but not
a whole lot.

-- 
                                                          - Warp


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From: Roman Reiner
Subject: Re: I give up rendering...
Date: 26 Nov 2011 06:00:01
Message: <web.4ed0c59f34184307c4586f720@news.povray.org>
Warp <war### [at] tagpovrayorg> wrote:
> One thing where the real-time engine has an "unfair" advantage is that
> the radiosity is pre-calculated [...]

No it's not. Cryengine3 renders global illumination in real-time!

http://www.youtube.com/watch?v=FqeXuO2AlEE
http://www6.incrysis.com/Light_Propagation_Volumes.pdf


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From: nemesis
Subject: Re: I give up rendering...
Date: 26 Nov 2011 06:40:00
Message: <web.4ed0cfb7341843079a1bcfb90@news.povray.org>
"Roman Reiner" <lim### [at] gmxde> wrote:
> Warp <war### [at] tagpovrayorg> wrote:
> > One thing where the real-time engine has an "unfair" advantage is that
> > the radiosity is pre-calculated [...]
>
> No it's not. Cryengine3 renders global illumination in real-time!
>
> http://www.youtube.com/watch?v=FqeXuO2AlEE
> http://www6.incrysis.com/Light_Propagation_Volumes.pdf

Oh, thanks.  I was going to clear that up.

In any case, here's what I found:

http://freesdk.crydev.net/display/SDKDOC4/Static+vs.+Dynamic+Lighting

Scanline tech has come a long way thanks to massive investments from such a
thriving industry.


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From: Warp
Subject: Re: I give up rendering...
Date: 26 Nov 2011 07:32:17
Message: <4ed0dc51@news.povray.org>
Roman Reiner <lim### [at] gmxde> wrote:
> Warp <war### [at] tagpovrayorg> wrote:
> > One thing where the real-time engine has an "unfair" advantage is that
> > the radiosity is pre-calculated [...]

> No it's not. Cryengine3 renders global illumination in real-time!

  Since all the lighting in the titanic scene is static, calculating
lighting dynamically is an enormous waste of resources. That exact same
scene could be rendered just with static lightmaps. (Turning lights on
and off does not require dynamic lightmaps, it just requires switching
between alternate sets of precalculated lightmaps.)

-- 
                                                          - Warp


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From: Roman Reiner
Subject: Re: I give up rendering...
Date: 26 Nov 2011 08:05:00
Message: <web.4ed0e22034184307c4586f720@news.povray.org>
Warp <war### [at] tagpovrayorg> wrote:
> Roman Reiner <lim### [at] gmxde> wrote:
> > Warp <war### [at] tagpovrayorg> wrote:
> > > One thing where the real-time engine has an "unfair" advantage is that
> > > the radiosity is pre-calculated [...]
>
> > No it's not. Cryengine3 renders global illumination in real-time!
>
>   Since all the lighting in the titanic scene is static, calculating
> lighting dynamically is an enormous waste of resources. That exact same
> scene could be rendered just with static lightmaps. (Turning lights on
> and off does not require dynamic lightmaps, it just requires switching
> between alternate sets of precalculated lightmaps.)
>
> --
>                                                           - Warp

I know. Still, the engine is capable of rendering global illumination in
real-time and that's what it does. The fact that it is able to do that makes me
doubt that there are any resources being wasted ;)


Though, I assume the calculation heavily relies on reusing samples from scene
parts that have not changed, thus saving calculation time.

Either that or deciding which parts to reuse is actually more time consuming
than just re-rendering everything from scratch each frame.

Anyway, it works, and it's real-time.
The point being: Whether the scene is static or not, there were no
pre-computations!


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From: Orchid XP v8
Subject: Re: I give up rendering...
Date: 26 Nov 2011 13:59:24
Message: <4ed1370c$1@news.povray.org>
On 26/11/2011 10:55 AM, Roman Reiner wrote:
> Warp<war### [at] tagpovrayorg>  wrote:
>> One thing where the real-time engine has an "unfair" advantage is that
>> the radiosity is pre-calculated [...]
>
> No it's not. Cryengine3 renders global illumination in real-time!

I was under the impression that it only approximates GI using 
screen-space methods.

> http://www6.incrysis.com/Light_Propagation_Volumes.pdf

...or not...

-- 
http://blog.orphi.me.uk/
http://www.zazzle.com/MathematicalOrchid*


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From: Saul Luizaga
Subject: Re: I give up rendering...
Date: 26 Nov 2011 17:48:43
Message: <4ed16ccb@news.povray.org>
The definition of loser is thinking you're beaten before trying your 
best. Evolve as a POVer and when you think you are good, try even 
harder, try to be an expert and you can be an expert and then can't 
think of a way to render that Titanic then give up...


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From: Jim Holsenback
Subject: Re: I give up rendering...
Date: 27 Nov 2011 09:36:43
Message: <4ed24afb@news.povray.org>
On 11/26/2011 05:48 PM, Saul Luizaga wrote:
> The definition of loser is thinking you're beaten before trying your
> best. Evolve as a POVer and when you think you are good, try even
> harder, try to be an expert and you can be an expert and then can't
> think of a way to render that Titanic then give up...

Or as Master Yoda says ... Do or do not, there is no try ;-)


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From: nemesis
Subject: Re: I give up rendering...
Date: 27 Nov 2011 11:05:00
Message: <web.4ed25fa7341843079a1bcfb90@news.povray.org>
Saul Luizaga <sau### [at] netscapenet> wrote:
> The definition of loser is thinking you're beaten before trying your
> best. Evolve as a POVer and when you think you are good, try even
> harder, try to be an expert and you can be an expert and then can't
> think of a way to render that Titanic then give up...

And what do you call one who looks at a joke and takes it seriously?

Surely enough povray can render real reflections and GI with more than 1 bounce
with radiosity -- though as the Crytek guys noted, 1 bounce is good enough for
movies. For bonus with povray folks, you could even render a complete CSG
Titanic made up from boxes and cylinders.  But surely enough the video shows how
amazing to be able to do it real time with graphics that look good enough
running on off-the-shelf hardware rather than some renderfarm.


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