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Here's some images from my blob2 patch:
2 sphere-capped cylinders and 2 hard-edged cylinders:
http://home.earthlink.net/~cjameshuff/temp/blob2.png
A sphere and 3 torus components:
http://home.earthlink.net/~cjameshuff/temp/blob2_2.png
And here's some comparisons with the blob primitive. A 4-sphere
tetrahedron, using the same blob components for both:
http://home.earthlink.net/~cjameshuff/temp/tetrablob.png
And the blob tweaked to be as similar to the blob2 as possible:
http://home.earthlink.net/~cjameshuff/temp/tetrablob2.png
Render speeds are slightly slower than a blob where a direct comparison
is possible, but optimization is far from complete. You will sometimes
get artifacts similar to those from an isosurface, the blob2 solving
method is very similar to that used by the isosurface primitive.
Component textures are not implemented yet, that will have to wait for a
later version of the patch. Currently implemented primitives are sphere,
sphere-capped and hard-edged cylinder, hard-edged cone (the sphere
capped cone exists but is buggy), torus, and box.
I'll be releasing the source code as part of my revived MegaPOVPlus
collection...sometime soon.
--
Christopher James Huff <cja### [at] earthlink net>
http://home.earthlink.net/~cjameshuff/
POV-Ray TAG: chr### [at] tag povray org
http://tag.povray.org/
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Christopher James Huff <cja### [at] earthlink net> wrote in news:cjameshuff-
5B7### [at] netplex aussie org:
> And the blob tweaked to be as similar to the blob2 as possible:
> http://home.earthlink.net/~cjameshuff/temp/tetrablob2.png
>
>
That's peculiar. With such a subtle change in the density curve for
components, I wonder why there's such a massive difference in the resulting
shape. I can deal with the discontinuities in the second derivative thing
for blob1, but it seems like the numbers just add up differently somehow.
maybe subtle is just enough for such a change. eh oh well.
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On Sat, 05 Jul 2003 15:49:11 -0500, Christopher James Huff
<cja### [at] earthlink net> wrote:
> Here's some images from my blob2 patch:
Interesting.
> You will sometimes
> get artifacts similar to those from an isosurface, the blob2 solving
> method is very similar to that used by the isosurface primitive.
Have you tried to make the same blob2 via SDL as isosurface and compared
results/speed? Is that possible at all?
ABX
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In article <3l3igvkndgn43fn0s873ac5n040bnh3a6h@4ax.com>,
ABX <abx### [at] abx art pl> wrote:
> Have you tried to make the same blob2 via SDL as isosurface and compared
> results/speed? Is that possible at all?
It is possible, my original tests used isosurfaces and user-defined
functions. I haven't bothered to compare the speed before now because
the blob2 is so obviously faster. There are several optimizations that
are not possible with isosurfaces. For example, the algorithm collects
the components that are hit by the ray and usess that list during the
intersection search, while an isosurface must add every component
together for every evaluation.
Here's some timings:
tetrablob, blob: 3 seconds (4 with sturm)
tetrablob, blob2: 4 seconds
tetrablob, isosurface: 27 seconds
(Note: the isosurface seems to get some odd surface and edge blemishes
that I'm not seeing with blob2, I might be doing something with my patch
that could also be useful for isosurfaces.)
These tests aren't very good for comparing blob and blob2, but more
complex blobs become impractical to implement as isosurfaces. A blob
with 500 sphere components in a spherical cluster renders with the blob
primitive in 7 seconds, with the blob2 primitive in 16 seconds. It's a
little early to make this comparison though...I haven't implemented all
the possible optimizations for the blob2 shape.
--
Christopher James Huff <cja### [at] earthlink net>
http://home.earthlink.net/~cjameshuff/
POV-Ray TAG: chr### [at] tag povray org
http://tag.povray.org/
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On Mon, 07 Jul 2003 11:52:43 -0500, Christopher James Huff
<cja### [at] earthlink net> wrote:
> These tests aren't very good for comparing blob and blob2, but more
> complex blobs become impractical to implement as isosurfaces.
Using modularization and helpers like in IsoCSG library you can do things never
easy expected like
http://news.povray.org/povray.binaries.animations/32078/227007/isotorspline.mpg.
In your case see at
http://www-public.tu-bs.de:8080/~y0013390/pov/ic/docu02.html#Blob_Array that
even complex bloba can be made
http://www-public.tu-bs.de:8080/~y0013390/pov/ic/sample10.jpg
http://www-public.tu-bs.de:8080/~y0013390/pov/ic/sample07.jpg
as isosurface. Of course it is not spead deamon but who care about speed here
;-)
ABX
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In article <irajgvotp3bddgjdmvmmj1eee11q8pr083@4ax.com>,
ABX <abx### [at] abx art pl> wrote:
> Using modularization and helpers like in IsoCSG library you can do things
> never easy expected like
I didn't say impossible, I said impractical. Slow (which gets much worse
with larger and more complex blobs), and it has a very awkward syntax
even when using helper macros. And you may still run into the
limitations of the function VM.
--
Christopher James Huff <cja### [at] earthlink net>
http://home.earthlink.net/~cjameshuff/
POV-Ray TAG: chr### [at] tag povray org
http://tag.povray.org/
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Was I wrong in thinking there were people interested in this?
It's odd, there've been other threads about improving the blob object,
exponential blobs, etc. But now that there's an actual working patch
fixing several of these problems, there's not even a hint of interest?
--
Christopher James Huff <cja### [at] earthlink net>
http://home.earthlink.net/~cjameshuff/
POV-Ray TAG: chr### [at] tag povray org
http://tag.povray.org/
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On Thu, 17 Jul 2003 18:51:40 -0500, Christopher James Huff
<cja### [at] earthlink net> wrote:
> It's odd, there've been other threads about improving the blob object,
> exponential blobs, etc. But now that there's an actual working patch
> fixing several of these problems, there's not even a hint of interest?
Always look on the bright side of life. Your patch is first unofficial patch
announced on main www.povray.org page, even so your description says it is
kind of work-in-progress and there were more 'important' patches relased
earlier. :-)
ABX
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Christopher James Huff wrote:
>
> Was I wrong in thinking there were people interested in this?
>
> It's odd, there've been other threads about improving the blob object,
> exponential blobs, etc. But now that there's an actual working patch
> fixing several of these problems, there's not even a hint of interest?
Well, i think there is quite some interest but there are also problems
that might not seem that obvious to you:
1) Good documentation is the key to successful patches. This especially
applies for end user documentation but also to source comments. I had a
look at the source and have to say i don't really understand much. I
would strongly suggest you at least write something about the used
techniques, especially how it differs from the isosurface intersection
method. I for example don't really understand why this patch is a
separate object and not a special function for using in isosurfaces (which
would have a lot of advantages for the user).
2) Most patches that became popular in the past were in a more or less
'finished' state. This does not mean they were perfect but bugs and
insufficiencies were manageable. I know this patch is still quite new but
you have the tendency to leave patches unfinished (i would for example
have loved to include your 'g' function patch in MegaPOV 1.0). I have not
tested this blob2 in detail but you write that there are quite some things
that need work.
3) A compiled version for the most important platforms is very important.
As i have previously said you are very welcome to offer your patches for
inclusion in MegaPOV. Of course there is no new version at the moment
(you know why) so i understand you are releasing it separately. Of course
this is also related to the other points - for inclusion in MegaPOV some
work on the documentation would be required at least.
Christoph
--
POV-Ray tutorials, include files, Sim-POV,
HCR-Edit and more: http://www.tu-bs.de/~y0013390/
Last updated 17 Jun. 2003 _____./\/^>_*_<^\/\.______
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In article <3F17B9EE.C33CC1F4@gmx.de>,
Christoph Hormann <chr### [at] gmx de> wrote:
> 1) Good documentation is the key to successful patches. This especially
> applies for end user documentation but also to source comments. I had a
> look at the source and have to say i don't really understand much. I
> would strongly suggest you at least write something about the used
> techniques, especially how it differs from the isosurface intersection
> method.
Usually I get a question if the user documentation is unclear. This
patch is quite similar to existing features, and there's a scene file
that shows off most of the features.
> I for example don't really understand why this patch is a
> separate object and not a special function for using in isosurfaces (which
> would have a lot of advantages for the user).
I abandoned that approach early on. An isosurface function would make
many of the optimizations used impossible, make a manually specified
container object mandatory, etc. Other than those blob2-specific
optimizations, it probably works very similarly to the isosurface method
without the evaluate option.
> 2) Most patches that became popular in the past were in a more or less
> 'finished' state. This does not mean they were perfect but bugs and
> insufficiencies were manageable. I know this patch is still quite new but
> you have the tendency to leave patches unfinished (i would for example
> have loved to include your 'g' function patch in MegaPOV 1.0). I have not
> tested this blob2 in detail but you write that there are quite some things
> that need work.
Sphere capped cylinders don't work right, and I haven't really tested
the box primitive much. It isn't completely optimized yet. Other than
the multiple textures feature, it is as more functional than the blob
primitive: sphere and sphere-capped cylinders work fine, as well as
torus and hard-edged cylinders and cones. I haven't had any crashing
problems with it.
As for "G": I kind of got stuck figuring out how to have the language in
the same file as the scene, so it was forced into separate files...which
was inconvenient. I decided to extend the language a bit more and turned
it into Amber. I haven't done much work on it, but I haven't abandoned
it.
> 3) A compiled version for the most important platforms is very important.
> As i have previously said you are very welcome to offer your patches for
> inclusion in MegaPOV. Of course there is no new version at the moment
> (you know why) so i understand you are releasing it separately. Of course
> this is also related to the other points - for inclusion in MegaPOV some
> work on the documentation would be required at least.
I can not do a Windows version or a GUI Mac version. The source code
should compile on any Linux or Mac OS X machine, it is no harder than
installing a binary.
--
Christopher James Huff <cja### [at] earthlink net>
http://home.earthlink.net/~cjameshuff/
POV-Ray TAG: chr### [at] tag povray org
http://tag.povray.org/
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Christopher James Huff <cja### [at] earthlink net> wrote in
news:cja### [at] netplex aussie org:
> The source code should compile on any Linux or Mac OS X machine,
> it is no harder than installing a binary.
>
I can understand the effort required to provide binaries for multiple
platforms... But ...please reread that statement with your user hat on.
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Christopher James Huff wrote:
>
> > I for example don't really understand why this patch is a
> > separate object and not a special function for using in isosurfaces (which
> > would have a lot of advantages for the user).
>
> I abandoned that approach early on. An isosurface function would make
> many of the optimizations used impossible, make a manually specified
> container object mandatory, etc. Other than those blob2-specific
> optimizations, it probably works very similarly to the isosurface method
> without the evaluate option.
This is exactly what i meant when suggesting a better documentation. I
still fail to see what optimizations would not be possible in a custom
isosurface function (the container is not really important if the function
is fast far away from the components due to optimization). Descriptions
of the used techniques will be the key to understand the strength (and
possibly weak points) of the patch.
I think Tom is quite right, you seem to not enough look at it from the
user's side. From your point of view documentation might be unnecessary
but it would be immensely important. Try writing something under the
premise:
"In what way is the blob2 better than other solutions (existing blob shape
and isosurface blobbing solutions) and how does the patch accomplish
this."
Christoph
--
POV-Ray tutorials, include files, Sim-POV,
HCR-Edit and more: http://www.tu-bs.de/~y0013390/
Last updated 17 Jun. 2003 _____./\/^>_*_<^\/\.______
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In article <Xns### [at] 204 213 191 226>,
Tom Galvin <tom### [at] imp org> wrote:
> > The source code should compile on any Linux or Mac OS X machine,
> > it is no harder than installing a binary.
>
> I can understand the effort required to provide binaries for multiple
> platforms... But ...please reread that statement with your user hat on.
Maybe a clarification is needed: providing command line binaries would
not make it any easier.
It is really true, installing from source is a matter of typing a
slightly different command at a terminal. This is more work than
"installing" the GUI version (which on the Mac, consists of putting the
main folder somewhere convenient), but as I said, I can't help that.
Making a binary distribution for the CLI version would be a fairly large
amount of work (larger than several patches I've done), figuring out how
to replicate the install process the makefile uses, and it would not be
any easier.
--
Christopher James Huff <cja### [at] earthlink net>
http://home.earthlink.net/~cjameshuff/
POV-Ray TAG: chr### [at] tag povray org
http://tag.povray.org/
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In article <3F193F21.DC20B444@gmx.de>,
Christoph Hormann <chr### [at] gmx de> wrote:
> "In what way is the blob2 better than other solutions (existing blob shape
> and isosurface blobbing solutions) and how does the patch accomplish
> this."
Existing blob shape: the blob2 object is more flexible (having more
component types), and uses a different falloff function that gives
smoother blobs. Look at the pictures I've put up demonstrating the
difference. The old blob looks like lumps covered in goo, the blob2
looks like it's just the goo.
Isosurfaces: the main advantage is that it is faster. It uses
optimizations that can't be done in even a hard-coded isosurface
function. For example, it collects the components that influence a ray,
and uses only those when searching for the intersection. If you have a
blob2 with hundreds of components, but only two components affect the
current intersection being tested, only those two components will get
evaluated.
In addition to this, the blob2 uses this list to automatically figure
out the beginning and end of the interval to check for intersections.
Not only do you not have to specify a container, the blob2 algorithm
comes up with more accurate bounds than you could specify anyway, using
the bounding shapes of individual components.
It also seems to give smoother results with low accuracy. Artifacts do
show up, but the isosurface shape gives a more visible "stepping". This
may just be an illusion, a bug with the isosurface, or something I'm
doing with blob2 that the isosurface doesn't. It might be an effect of
the interval checking mentioned above, it is like having a more
irregular container.
--
Christopher James Huff <cja### [at] earthlink net>
http://home.earthlink.net/~cjameshuff/
POV-Ray TAG: chr### [at] tag povray org
http://tag.povray.org/
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Christopher James Huff <cja### [at] earthlink net> wrote in
news:cja### [at] netplex aussie org:
>
> It is really true, installing from source is a matter of typing a
> slightly different command at a terminal.
Assuming that the compile is successful, assuming that dependencies are
local and the correct version, assuming that the user knows what a compiler
is, assuming that a complier is even installed on the system....
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Christopher James Huff wrote:
>
> [some more explanations]
Well, it looks like a good start. Illustrate it with some images, some
diagrams and formulas of the falloff functions, some render times for
comparison, a syntax summary and you already have a quite helpful addition
for the user.
> Isosurfaces: the main advantage is that it is faster. It uses
> optimizations that can't be done in even a hard-coded isosurface
> function. For example, it collects the components that influence a ray,
> and uses only those when searching for the intersection. If you have a
> blob2 with hundreds of components, but only two components affect the
> current intersection being tested, only those two components will get
> evaluated.
Well, in functions you could do the same on a point basis instead of ray
basis and add some caching if the next point is near the old one. Surely
it will be slower but as i said having it in isosurfaces would also have
some serious advantages.
Note that handcoded isosurface functions for blobbing or CSGing many
components scale extremely badly, even if an internal function for this
would not be as fast as your new shape it would be ways faster than the
manual approach.
Christoph
--
POV-Ray tutorials, include files, Sim-POV,
HCR-Edit and more: http://www.tu-bs.de/~y0013390/
Last updated 17 Jun. 2003 _____./\/^>_*_<^\/\.______
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In article <Xns### [at] 204 213 191 226>,
Tom Galvin <tom### [at] imp org> wrote:
> > It is really true, installing from source is a matter of typing a
> > slightly different command at a terminal.
>
> Assuming that the compile is successful, assuming that dependencies are
> local and the correct version, assuming that the user knows what a compiler
> is, assuming that a complier is even installed on the system....
If someone can install the official command line version (which is
needed anyway before doing this), the dependencies are already taken
care of. A binary install would involve more time and work for
assembling and testing, and for very little benefit, especially
considering the level of interest I'm seeing.
--
Christopher James Huff <cja### [at] earthlink net>
http://home.earthlink.net/~cjameshuff/
POV-Ray TAG: chr### [at] tag povray org
http://tag.povray.org/
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In article <3F1A7B17.DD5DBD0D@gmx.de>,
Christoph Hormann <chr### [at] gmx de> wrote:
> Well, it looks like a good start. Illustrate it with some images, some
> diagrams and formulas of the falloff functions, some render times for
> comparison, a syntax summary and you already have a quite helpful addition
> for the user.
Demanding, aren't we?
Considering the lack of interest I'm seeing in this, I'm putting this
patch on the backburner, there won't be another MP+ release until I have
more patches moved over. When that happens, there will be documentation
of the syntax and some more sample scenes, and the documentation of the
source code will be improved. In the meantime, I have other projects I
need to attend to first.
> Well, in functions you could do the same on a point basis instead of ray
> basis and add some caching if the next point is near the old one. Surely
> it will be slower but as i said having it in isosurfaces would also have
> some serious advantages.
Caching is useless here...at least, I see no way of applying it that
doesn't just add overhead. And without ray info, you can't do the same
thing. The point of doing it on a per-ray basis is that you can take a
fairly expensive computation (the bounds test/component collection
stage) and use it to optimize a large number of expensive computations
(all the point evaluations needed to find the intersections with the
ray) that would otherwise be many times the first calculation. Drop that
and you're back to looking at every single component for every point
evaluated. You could still derive some benefit from a heirarchial
bounding scheme, but so could the existing algorithm.
There will be a blob2 pattern. This will not be able to use these
optimizations either, but like any other pattern, you will be able to
use it in isosurfaces. But I have good reasons for not doing it this way
for the blob2 primitive.
> Note that handcoded isosurface functions for blobbing or CSGing many
> components scale extremely badly, even if an internal function for this
> would not be as fast as your new shape it would be ways faster than the
> manual approach.
By scaling, you appear to mean performance with increasing numbers of
components...removing these optimizations would make the order of the
algorithm equal to hand coded functions, performance would deteriorate
linearly as number of components increases. You would only get the
benefits of compiled functions. (plus the fact that the functions
themselves are more optimized)
--
Christopher James Huff <cja### [at] earthlink net>
http://home.earthlink.net/~cjameshuff/
POV-Ray TAG: chr### [at] tag povray org
http://tag.povray.org/
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Christopher James Huff wrote:
>
> > Well, it looks like a good start. Illustrate it with some images, some
> > diagrams and formulas of the falloff functions, some render times for
> > comparison, a syntax summary and you already have a quite helpful addition
> > for the user.
>
> Demanding, aren't we?
I'd rather say suggesting. If you don't want to go this way i won't urge
you but you were the one who wondered about the lack of interest.
Christoph
--
POV-Ray tutorials, include files, Sim-POV,
HCR-Edit and more: http://www.tu-bs.de/~y0013390/
Last updated 17 Jun. 2003 _____./\/^>_*_<^\/\.______
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Christopher James Huff <cja### [at] earthlink net> wrote in
news:cja### [at] netplex aussie org:
>
> If someone can install the official command line version (which is
> needed anyway before doing this), the dependencies are already taken
> care of. A binary install would involve more time and work for
> assembling and testing, and for very little benefit, especially
> considering the level of interest I'm seeing.
>
I used the official binary for my Redhat linux box. I don't want you to
make a binary for me. I am capable of getting it running, but I don't have
the time to play with it. I am just giving you the user perspective.
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In article <cja### [at] netplex aussie org>,
cja### [at] earthlink net says...
> Considering the lack of interest I'm seeing in this
I think it sounds interesting and more useful that the current blob
system, but then I am one of the people that refuses to compile this sort
of thing myself. I don't do that sort of thing often, I have had bad
experiences with stuff that the authors claimed was 'all ready, just type
blah... and it will work', I don't trust my system to not have dependency
problems that being Windows I might have a snowball's chance in hell of
fixing properly. For me, it is either a working patched version of the
binary or nothing. I suspect others feel much the same.
I also believe that as much documentation as possible is a necessity. One
reason I don't try to compile my own versions is that I don't know C very
well and the POV source looks like bloody greek to me. I have neither the
time nor the patience to wander through pages of someone else's code
trying to figure out what the hell it does, because the designer doesn't
document it or the use of its features completely. You may consider it a
waste of time, but if you aim for the lowest common denominator (the
people that haven't a single clue what is going on), then no one will be
cursing you for it. If you instead assume that everyone that will use it
has nearly the same knowledge you do, then even your equals will curse
your name for not giving a better explanation of what 'you' chose to do,
because 'they' would might have done it completely differently.
--
void main () {
If Schrödingers_cat is alive
call functional_code()
else
call crash_windows();
}
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Christopher James Huff wrote:
> Was I wrong in thinking there were people interested in this?
>
> It's odd, there've been other threads about improving the blob object,
> exponential blobs, etc. But now that there's an actual working patch
> fixing several of these problems, there's not even a hint of interest?
>
Well, I was actually waiting for someone to come up with a better
blob because each time I model some blob object, I was unhappy with
these somewhat ugly lines caused by the linear falloff function.
I was happy when I read that you released you patch finally but
after seeing that I'd have to download more than 1Mb with my
slow modem, I decided to wait for the next MegaPov version...
So really, there _are_ people who are interested in the blob2
and if it is faster than isosurface, I'd apreciate that much because
rendering time is an issue for animations.
Regards,
Wolfgang
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In article <3f1db4da@news.povray.org>, Wolfgang Wieser <wwi### [at] gmx de>
wrote:
> Well, I was actually waiting for someone to come up with a better
> blob because each time I model some blob object, I was unhappy with
> these somewhat ugly lines caused by the linear falloff function.
This seems to be a common misconception...the blob falloff function is
not linear. The function given in the documentation is:
strength*(1 - (distance/radius)^2)^2
The problem is that it has non-0 second derivative when distance/radius
equals 0, which is at the very edges of the blob components where the
function gets chopped off. Because of this, while the surface is
continuous, it has abrupt changes in curvature. The function I used for
the blob2 object is:
((6*r - 15)*r + 10)*r*r*r
which is equivalent to:
6*r^5 - 15*r^4 + 10*r^3
with r = distance/radius in the first equation. It has a second
derivative which is 0 at r = 1, and seems to give a more fluid, less
chunky looking shape as well. This function actually comes from a recent
update to the Perlin noise algorithm which fixed a similar problem that
resulted in grid artifacts.
--
Christopher James Huff <cja### [at] earthlink net>
http://home.earthlink.net/~cjameshuff/
POV-Ray TAG: chr### [at] tag povray org
http://tag.povray.org/
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Christopher James Huff wrote:
> Considering the lack of interest I'm seeing in this,
If you want to raise interest, SHOW PICTURES to the public, in pbi.
Within a few days, many people will show interest, and as soon as
someone decides to compile a Windows (the most widely used platform
for POV-Ray, simply) binary, these many people will actually
be USING the patch.
Fabien.
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In article <3f1df3cc@news.povray.org>,
Fabien Mosen <fab### [at] skynet be> wrote:
> > Considering the lack of interest I'm seeing in this,
>
> If you want to raise interest, SHOW PICTURES to the public, in pbi.
I did put pictures up, and gave links in my original message. Uploading
anything substantial is a pain on this connection...I don't even read
povray.binaries.images regularly. Again, here are the pictures:
2 sphere-capped cylinders and 2 hard-edged cylinders:
http://home.earthlink.net/~cjameshuff/temp/blob2.png
A sphere and 3 torus components:
http://home.earthlink.net/~cjameshuff/temp/blob2_2.png
And here's some comparisons with the blob primitive. A 4-sphere
tetrahedron, using the same blob components for both:
http://home.earthlink.net/~cjameshuff/temp/tetrablob.png
And the blob tweaked to be as similar to the blob2 as possible:
http://home.earthlink.net/~cjameshuff/temp/tetrablob2.png
--
Christopher James Huff <cja### [at] earthlink net>
http://home.earthlink.net/~cjameshuff/
POV-Ray TAG: chr### [at] tag povray org
http://tag.povray.org/
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Christopher James Huff wrote:
> > If you want to raise interest, SHOW PICTURES to the public, in pbi.
>
> I did put pictures up, and gave links in my original message. Uploading
> anything substantial is a pain on this connection...I don't even read
> povray.binaries.images regularly. Again, here are the pictures:
From a software engineering perspective, your images are technically
suffecient to portray the function of your patch but from a purely
artistic point of view they lack the "shock and awe" valued needed
to sell it. A little artistic creativity will go a long way...
--
Ken Tyler
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Christopher James Huff wrote:
> In article <3f1df3cc@news.povray.org>,
> Fabien Mosen <fab### [at] skynet be> wrote:
>
>
>>>Considering the lack of interest I'm seeing in this,
>>
>>If you want to raise interest, SHOW PICTURES to the public, in pbi.
>
>
> I did put pictures up, and gave links in my original message.
OK, sorry, I've read the announcement on POV-Ray's homepage,
which doesn't give the links.
Do you want/allow me to post these images in pbi ?
Fabien.
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In article <3f1e1e7a$1@news.povray.org>,
Fabien Mosen <fab### [at] skynet be> wrote:
> OK, sorry, I've read the announcement on POV-Ray's homepage,
> which doesn't give the links.
Hmm, I guess I should have written a separate, more complete
announcement for that...
> Do you want/allow me to post these images in pbi ?
If you want...as Ken mentioned, they aren't much, just showing some of
the differences from the original blob shape.
--
Christopher James Huff <cja### [at] earthlink net>
http://home.earthlink.net/~cjameshuff/
POV-Ray TAG: chr### [at] tag povray org
http://tag.povray.org/
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In article <3F1### [at] pacbell net>, Ken <tyl### [at] pacbell net>
wrote:
> From a software engineering perspective, your images are technically
> suffecient to portray the function of your patch but from a purely
> artistic point of view they lack the "shock and awe" valued needed
> to sell it. A little artistic creativity will go a long way...
Heh...well, they were created either to test components or to compare
blob and blob2. I've actually never done anything artistic with blobs.
(Aside from an early version of isocacti.pov which used blobs for rocks)
I'll try to come up with some better demo scenes for the next release.
--
Christopher James Huff <cja### [at] earthlink net>
http://home.earthlink.net/~cjameshuff/
POV-Ray TAG: chr### [at] tag povray org
http://tag.povray.org/
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Christopher James Huff wrote:
> The problem is that it has non-0 second derivative when distance/radius
> equals 0, which is at the very edges of the blob components where the
> function gets chopped off. Because of this, while the surface is
> continuous, it has abrupt changes in curvature.
>
That's what I mean -- these "abrupt changes in curvature" when looking
at the blobs. It needs to get fixed.
> 6*r^5 - 15*r^4 + 10*r^3
>
> with r = distance/radius in the first equation. It has a second
> derivative which is 0 at r = 1, and seems to give a more fluid, less
> chunky looking shape as well.
>
I see. Thanks for pointing that out.
Wolfgang
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Christopher James Huff wrote:
> . . . . The function I used for the blob2 object is:
>
> ((6*r - 15)*r + 10)*r*r*r
Why quintic? All we absolutely need is
f(0) = 1
f(1) = f'(1) = f''(1) = 0
for which (1-r)^3 would do; were you also trying to fit the traditional
curve?
--
Anton Sherwood, http://www.ogre.nu/
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In article <3f84f22f$1@news.povray.org>, Anton Sherwood <new### [at] ogre nu>
wrote:
> > ((6*r - 15)*r + 10)*r*r*r
>
> Why quintic?
This function is used in several other places as well, such as the
recent updates to Perlin noise. It's not something I came up with.
> All we absolutely need is
> f(0) = 1
> f(1) = f'(1) = f''(1) = 0
No, you also need f'(0) = f"(0) = 0
> for which (1-r)^3 would do; were you also trying to fit the traditional
> curve?
(1-r)^3 doesn't even remotely resemble the old-style curve. I wasn't
trying to "fit" it, but I did want something that was somewhat similar.
--
Christopher James Huff <cja### [at] earthlink net>
http://home.earthlink.net/~cjameshuff/
POV-Ray TAG: chr### [at] tag povray org
http://tag.povray.org/
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Christopher James Huff wrote:
> Anton Sherwood <new### [at] ogre nu> wrote:
>>> ((6*r - 15)*r + 10)*r*r*r
>>
>> Why quintic?
>
> This function is used in several other places as well, such as the
> recent updates to Perlin noise. It's not something I came up with.
Ah.
I imagine that would have more constraints.
>> All we absolutely need is
>> f(0) = 1
>> f(1) = f'(1) = f''(1) = 0
>
> No, you also need f'(0) = f"(0) = 0
Why? That point is never on the surface (unless, I guess, another
component with greater and opposite strength is in just the right place).
And shouldn't f''(0) be negative rather than zero?
We also want f'(t)<0 for 0<t<1, but that's almost automatic with a
polynomial of low degree that fits the other constraints. ;)
>> for which (1-r)^3 would do; were you also trying to fit
>> the traditional curve?
>
> (1-r)^3 doesn't even remotely resemble the old-style curve. I wasn't
> trying to "fit" it, but I did want something that was somewhat similar.
(1-rr)^3, then, and you get f'(0)=0 for free. ;)
...It occurs to me that my remarks may seem hostile in tone.
Please be assured that it is none of my intent.
--
Anton Sherwood, http://www.ogre.nu/
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In article <3f863fc0@news.povray.org>, Anton Sherwood <new### [at] ogre nu>
wrote:
> > (1-r)^3 doesn't even remotely resemble the old-style curve. I wasn't
> > trying to "fit" it, but I did want something that was somewhat similar.
>
> (1-rr)^3, then, and you get f'(0)=0 for free. ;)
You may be right, I will have to do more tests when I have time. I do
like the shape given by the quintic curve.
--
Christopher James Huff <cja### [at] earthlink net>
http://home.earthlink.net/~cjameshuff/
POV-Ray TAG: chr### [at] tag povray org
http://tag.povray.org/
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