|
|
|
|
|
|
| |
| |
|
|
From: William F Pokorny
Subject: Not a v3.8 issue, but a patch is needed for jitter with rtr/kla.
Date: 30 Sep 2021 13:52:25
Message: <6155f959$1@news.povray.org>
|
|
|
| |
| |
|
|
Somewhere want to document for v4.0.
It looks as if it's long been the case the jitter value forever shrinks
as the continuous (-kla) real time rendering (rtr) option runs. The
user's jitter value needs to be captured aside and restored after each
'frame' in the continuous render.
I checked and frames rendered by the more usual animation mechanisms are
OK with respect to the jitter value.
Bill P.
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
Are you referring to the jitter when using v3.8xx's newer antialiasing method 3
and Stochastic_Seed? Or in a more general AA sense?
I've never noticed the effect you mentioned when running kla/rtr animation in
Windows versions-- but then again, I rarely use any type of AA for such
'real-time rendering' tests (unless I'm doing a specific test that really needs
AA).
So, from your description, it sounds like the jitter is being constantly reduced
(from a given value) *as* the animation runs(?) I'll have to take a closer look.
Thanks for the heads-up.
Post a reply to this message
|
|
| |
| |
|
|
From: William F Pokorny
Subject: Re: Not a v3.8 issue, but a patch is needed for jitter with rtr/kla.
Date: 1 Oct 2021 06:10:16
Message: <6156de88$1@news.povray.org>
|
|
|
| |
| |
|
|
On 10/1/21 12:54 AM, Kenneth wrote:
> Are you referring to the jitter when using v3.8xx's newer antialiasing method 3
> and Stochastic_Seed? Or in a more general AA sense?
Thanks for the question, I wasn't clear.
Only AA methods 1 & 2 with jitter(b) are affected. The new v3.8 method
3(a) AA is immune to the AA jitter amount issue for certain, but I also
admit I didn't try that AA method with rtr/kla.
This jitter shrinking issue matters more to the povr branch due both
having truly random jitter and in supporting big jitter (>1 values) both
to compensate for another kind of jitter shrink on increasing recursion
depth and for effects. See "Correcting comments on Anti-alias (AA) modes
and jitter" post to povray.general from October of last year for more
detail.
Bill P.
(a) - I perhaps missed a fix for the method 3 sqrt of slightly negative
color channel values issue, but to my recollection, that's not fixed in
v3.8 beta 2.
(b) - Even without jitter AA methods 1&2 take additional samples - why I
too had missed that jitter was shrinking to nothing as rtr/kla ran.
Well, and that until I started to play with HDRIs environment maps where
I could run rtr/kla at larger render sizes and good fps rates my
continuous animation window sizes were smallish.
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |