POV-Ray : Newsgroups : povray.unofficial.patches : Photon Patch Observation Server Time
3 Sep 2024 00:18:32 EDT (-0400)
  Photon Patch Observation (Message 1 to 7 of 7)  
From: Ken
Subject: Photon Patch Observation
Date: 21 Apr 1999 01:42:53
Message: <371D5791.F2ED940F@pacbell.net>
Hi patch people and Nathan too,

   I recently recieved the source for a representation of a tear drop
 in the form of a Pov quartic object. After seeing how smooth the
 object rendered and thinking about it's uniquely recognizable shape
 I though it would be a good candidate for trial in the Photon patch.

   I ran into an insurmountable problem I though might need to be
 investigated. I never did get the object to render with the photons
 turned on. I tried everything and after waiting through 5 min. plus
 parsing times with no end in sight I gave up.

   In an effort to at least isolate why it would not finish shooting
 photons at the object I tried other primitive types to reproduce the
 tear drop shape. I got a reasonable approximation using a scg of
 various primitives and it rendered in predictable times with
 predictable photon counts.

   I tried the same approach using sors and lathe objects and likewise
 they too operated predictably. I had kind of hoped that the problem
 might have something to do with the higher order math functions used
 in the quartic primitive but my tests do not bear this out. The
 quartic is a 4th order polynomial function while the cubic and
 bezier spline lathe types I tried are listed as 6th order poly's.

   My theory would have placed the lathe object in a higher risk
 group but they but rendered with no problems. The addition or
 omission of the sturmian root solver had no noticable effect on
 the photon patche's handling of the object. It did help the
 appearence of the object and I wonder too if there is some sort
 of tie in here. Is using the sturmian root solver to resolve an
 appearence problem the right thing to do ? Perhaps it is a crutch
 that is masking a much deeper rooted problem within the programs
 handling of these functions.

   Anyway it is being dutifully reported as a possible grey area in
 the Patch's behaviour and I will leave it at that. The source for
 my troubled little scene is below but there were so many different
 parameters used they are no longer representative of what I had set
 for the gathering process. The scene elements in most cases changed
 little or not at all once I found that the lathe object looked fine
 while the quartic did not. I also double checked this observation
 against another closed quartic from shapesq.inc. I choose the piriform
 object as it has similar topographies as the tear drop shape.
 It exhibited the same problem and I presume the same would be true
 with any closed quartic type object.

 With my regards,

-- 
Ken Tyler

mailto://tylereng@pacbell.net


 #declare Drop = 
 quartic{<0,0,0,0,0,0,0, 0,0,-4,0,0, 0,0,0, 0,0,0,
          0,0,0,0,0,0,0,-4,0, 0,0,0,-1,2,0,-2,1 >sturm}

  global_settings { max_trace_level 15 
          photons { gather 20,100 radius .1, 2, .1 jitter .4 autostop 0 } }

  light_source { < 25 , 90, 0> rgb 1 
       photons { refraction on reflection off } }

  camera { location < 0,12, -38 > look_at < 0,-2 ,0 > }

  object  { Drop
    pigment { rgbf 1 }
     finish  { ambient .05 diffuse .01 reflection .05 }
     interior { ior 1.19 }
     rotate 90*-x
    scale 6 
    hollow
   photons { density .12 reflection off refraction on }
  }


  plane { y, -12 
   pigment { rgb<1,1,1> } 
    finish { ambient .025 diffuse .33 }
  }


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From: Peter Popov
Subject: Re: Photon Patch Observation
Date: 21 Apr 1999 05:54:00
Message: <371d8977.8163965@news.povray.org>
On Tue, 20 Apr 1999 21:44:01 -0700, Ken <tyl### [at] pacbellnet> wrote:

>Hi patch people and Nathan too,
>
>   I recently recieved the source for a representation of a tear drop
> in the form of a Pov quartic object. After seeing how smooth the
> object rendered and thinking about it's uniquely recognizable shape
> I though it would be a good candidate for trial in the Photon patch.
>
>   I ran into an insurmountable problem I though might need to be
> investigated. I never did get the object to render with the photons
> turned on. I tried everything and after waiting through 5 min. plus
> parsing times with no end in sight I gave up.

<snip>

Ken,
photons are shot at an object's bounding box. Quadrics are not
automatically bounded hence the infinite photon count. Bound the
teardrop manually, make sure user bounds are not removed (-ur), render
the thingy and let's see the result.

My best regards.

---------
Peter Popov
ICQ: 15002700


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From: Michael Andrews
Subject: Re: Photon Patch Observation
Date: 21 Apr 1999 06:28:15
Message: <371D9AD0.5A3AEA4E@remove-this.reading.ac.uk>
Hi Ken,
	The problem is that polynomial objects, like planes, are infinite solid
primitives and so are not bounded on the fly by PoV.
	Unfortunately the photon patch gets upset by this and, I believe, tries
to photon sample between plus and minus infinity (or some approximation
thereof :-).
	The solution is to bound by hand. I put the line

		bounded_by { sphere { 0, 10 } }

in the object definition and it parsed in a couple of seconds.

Ken wrote:
> 
> Hi patch people and Nathan too,
> 
>    I recently recieved the source for a representation of a tear drop
>  in the form of a Pov quartic object. After seeing how smooth the
>  object rendered and thinking about it's uniquely recognizable shape
>  I though it would be a good candidate for trial in the Photon patch.
> 
>    I ran into an insurmountable problem I though might need to be
>  investigated. I never did get the object to render with the photons
>  turned on. I tried everything and after waiting through 5 min. plus
>  parsing times with no end in sight I gave up.

[snip, snip]

>  With my regards,
> 
> --
> Ken Tyler
> 
> mailto://tylereng@pacbell.net

[pov code snipped]


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From: Ken
Subject: Re: Photon Patch Observation
Date: 21 Apr 1999 09:35:16
Message: <371DC64C.16CD8859@pacbell.net>
Michael Andrews wrote:
> 
> Hi Ken,
>         The problem is that polynomial objects, like planes, are infinite solid
> primitives and so are not bounded on the fly by PoV.
>         Unfortunately the photon patch gets upset by this and, I believe, tries
> to photon sample between plus and minus infinity (or some approximation
> thereof :-).

Peter - Michael,

 I appreciate you coming to the rescue. It seems I am to be forever plagued
by this bounding box issue. I had no idea that one of the earliest pov object
types did not have an internal bounding scheme. I can see where it would be
a mother of a project to make it work. I will try to pound this into my head
with a large blunt object concerning this issue of bounding. For me it has
become the single greatest contributor to overly long gathering times and
twice now it has tricked me this way. It wont happen again I can assure you.

-- 
Ken Tyler

mailto://tylereng@pacbell.net


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From: Spider
Subject: Re: Photon Patch Observation
Date: 21 Apr 1999 23:29:24
Message: <371E8859.FD6ACAD@bahnhof.se>
Ken wrote:
<snip>
I will try to pound this into my head
> with a large blunt object concerning this issue of bounding. 
hehe, try a small, very small, object instead... something like... a photon ;-)

-- 
//Spider
        [ spi### [at] bahnhofse ]-[ http://www.bahnhof.se/~spider/ ]
What I can do and what I could do, I just don't know anymore
                "Marian"
        By: "Sisters Of Mercy"


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From: Graeme Melia
Subject: Re: Photon Patch Observation
Date: 16 May 1999 19:56:39
Message: <373f4d27.0@news.povray.org>
Spider <spi### [at] bahnhofse> wrote in message
news:371### [at] bahnhofse...
>
>
> Ken wrote:
> <snip>
> I will try to pound this into my head
> > with a large blunt object concerning this issue of bounding.
> hehe, try a small, very small, object instead... something like... a
photon ;-)

Your head gets hit by an uncountable number of photons all the time!!  Good
job thay have no mass(as far as we know) .

Is a bounding box for a skull called a pit helmet?

If you model enough directed photons together in POV, can you destroy a
Klingon Bird of Prey?

Its OK now, I've left the room.


--
Gra### [at] themeliasFreeservecouk
---------------------------------------------------------


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From: GrimDude
Subject: Re: Photon Patch Observation
Date: 18 May 1999 02:28:43
Message: <3740fa8b.0@news.povray.org>
All I have to do to destroy a Klingon Bird of Prey is try to render one. <G>

GrimDude
vos### [at] arkansasnet


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