POV-Ray : Newsgroups : povray.off-topic : Hello again Server Time
20 Jul 2024 03:29:28 EDT (-0400)
  Hello again (Message 6 to 15 of 55)  
<<< Previous 5 Messages Goto Latest 10 Messages Next 10 Messages >>>
From: Nekar Xenos
Subject: Re: Hello again
Date: 2 Jul 2015 23:14:16
Message: <op.x06glqbyufxv4h@xena>
On Thu, 02 Jul 2015 06:38:36 +0200, Samuel Benge <stb### [at] hotmailcom>  
wrote:

Welcome Back :)

-- 
-Nekar Xenos-


Post a reply to this message

From: And
Subject: Re: Hello again
Date: 3 Jul 2015 14:00:00
Message: <web.5596cd3f952282f0876de41a0@news.povray.org>
Long time no see.


Post a reply to this message

From: Samuel Benge
Subject: Re: Hello again
Date: 3 Jul 2015 15:35:01
Message: <web.5596e342952282f0b426f96a0@news.povray.org>
Stephen <mca### [at] aolcom> wrote:
> On 7/2/2015 5:38 AM, Samuel Benge wrote:
> > Anyway, that's all for now. I'll be around occasionally, and I might even start
> > posing images again:)
>
> Nice to see you again, Sam.

You too, Stephen.

> What is a like button btw?

A useless sentiment gauge.


Post a reply to this message

From: Samuel Benge
Subject: Re: Hello again
Date: 3 Jul 2015 15:35:01
Message: <web.5596e387952282f0b426f96a0@news.povray.org>
Jim Henderson <nos### [at] nospamcom> wrote:
> On Thu, 02 Jul 2015 00:38:36 -0400, Samuel Benge wrote:
>
> > Anyway, that's all for now. I'll be around occasionally, and I might
> > even start posing images again :)
>
> Welcome back - and cool, I always liked your images. :)
>
> Jim

Likewise, Jim!


Post a reply to this message

From: Samuel Benge
Subject: Re: Hello again
Date: 3 Jul 2015 15:35:01
Message: <web.5596e39d952282f0b426f96a0@news.povray.org>
"Nekar Xenos" <nek### [at] gmailcom> wrote:
> On Thu, 02 Jul 2015 06:38:36 +0200, Samuel Benge <stb### [at] hotmailcom>
> wrote:
>
> Welcome Back :)

Thanks Nekar :)


Post a reply to this message

From: Samuel Benge
Subject: Re: Hello again
Date: 3 Jul 2015 15:40:01
Message: <web.5596e463952282f0b426f96a0@news.povray.org>
"And" <49341109@ntnu.edu.tw> wrote:
> Long time no see.

Indeed. At least it seemed that way at first. Lately time seems to be slowing
down again... overclocked biocomputer, I guess. Might need a better cooling
system ;)


Post a reply to this message

From: Samuel Benge
Subject: Re: Hello again
Date: 3 Jul 2015 15:55:01
Message: <web.5596e76d952282f0b426f96a0@news.povray.org>
scott <sco### [at] scottcom> wrote:
> > Actually, among other things, I started getting into some 3D programming thanks
> > to: a previously downloaded version of Fragmentarium (guidance); a C++ compiler
> > & libs; GLSL documentation; POV docs. You know, raytracing via raymarching is
> > actually a lot easier to achieve than traditional raytracing due to the fact
> > that to make objects you pretty much just produce shape functions, and to render
> > you increment a ray variably from the camera until you reach a function's
> > threshold (as apposed to developing intersection functions for different shapes
> > and using octree optimizations). There's more to it of course, but the point is
> > it's simpler (to me anyway). Unfortunately, rendering on the GPU is much more
> > limited due to video memory. But hey, real-time isosurfaces! Yeah!
>
> Yes you can create some really cool effects that way, especially things
> like repetition essentially come for free. Being able to watch your CSG
> isosurface repeated off to infinity in every axis and be able to explore
> around it in real time is pretty cool.

Yeah, it's neat alright. But you've got to bump up the maximum number of ray
steps for that, or else the surfaces beyond the edges of closer geometry tend to
disappear.

There are possible extensions to that concept as well, such as adding randomized
transformations per cell, or even picking new objects from an array of unique
distance estimate functions. Neighboring cell evaluation is needed for that,
though, since the DE needs to remain as continuous as possible.

> I tinkered about using shadertoy.com as it allows you to write your
> shader code immediately without having to fuss about with pages and
> pages of C++ boiler-plate code just to get a blank screen rendered. Some
> people have made some amazing creations on there.

Yeah they have. I created a couple of things a while back (look for
BeyondTheStatic), but nothing too great. My Mode7 attempt was cruddy, but it
served its purpose. I'd like to get some more stuff uploaded there soon. One
idea involved displaying numbers without font files. It could help shader
programmers who need to read variables but can't add new input textures.

> Also you can always write your raymarcher to run on the CPU, it won't be
> as fast but if you're running into memory troubles with a small GPU it
> might allow you to do things not possible otherwise.

True, but the complexity of the DE is also a problem, even with more memory.
Could still be worth it.


Post a reply to this message

From: Jim Henderson
Subject: Re: Hello again
Date: 3 Jul 2015 23:40:12
Message: <5597559c$1@news.povray.org>
On Fri, 03 Jul 2015 15:33:27 -0400, Samuel Benge wrote:

> Jim Henderson <nos### [at] nospamcom> wrote:
>> On Thu, 02 Jul 2015 00:38:36 -0400, Samuel Benge wrote:
>>
>> > Anyway, that's all for now. I'll be around occasionally, and I might
>> > even start posing images again :)
>>
>> Welcome back - and cool, I always liked your images. :)
>>
>> Jim
> 
> Likewise, Jim!

What few I've done over the years, that is.  Nothing anywhere near as 
interesting as yours. :)

Jim



-- 
"I learned long ago, never to wrestle with a pig. You get dirty, and 
besides, the pig likes it." - George Bernard Shaw


Post a reply to this message

From: Thomas de Groot
Subject: Re: Hello again
Date: 4 Jul 2015 03:09:55
Message: <559786c3@news.povray.org>
It is good to have you back Sam. I am missing your inspiring work.

-- 
Thomas


Post a reply to this message

From: Orchid Win7 v1
Subject: Re: Hello again
Date: 4 Jul 2015 03:15:05
Message: <559787f9$1@news.povray.org>
On 02/07/2015 05:38 AM, Samuel Benge wrote:
> Actually, among other things, I started getting into some 3D programming thanks
> to: a previously downloaded version of Fragmentarium (guidance); a C++ compiler
> &  libs; GLSL documentation; POV docs. You know, raytracing via raymarching is
> actually a lot easier to achieve than traditional raytracing due to the fact
> that to make objects you pretty much just produce shape functions, and to render
> you increment a ray variably from the camera until you reach a function's
> threshold (as apposed to developing intersection functions for different shapes
> and using octree optimizations). There's more to it of course, but the point is
> it's simpler (to me anyway). Unfortunately, rendering on the GPU is much more
> limited due to video memory. But hey, real-time isosurfaces! Yeah!

After spending a while Googling this, is appears that "ray marching" is 
simply another name for the sphere tracing technique that POV-Ray uses 
to render isosurfaces already.

If only it wasn't so damned hard to program GPUs. This stuff sounds fun...


Post a reply to this message

<<< Previous 5 Messages Goto Latest 10 Messages Next 10 Messages >>>

Copyright 2003-2023 Persistence of Vision Raytracer Pty. Ltd.