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Hello.
I'm intrested in Nathan Kopp's patched version on POV-Ray, I have used
the Photon Map functions.
Concerning Photon Maps, it would be nice to get some information
concerning future development of the patch. Will interaction with media
be possible in the near future? It would be nice to create a
"disco-ball" with many colored lightbeams reflected from all the
mirrors, and make the beams visible in a media.
I'm also looking for examles of reflective and refractive caustics
created by UVPov, does anyone know of some page with example images or
tutorials?
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I'm interested in seeing what Mr. Kopp has under his sleeve. Last I recall
he was looking into radiosity. If he can improve that as much as he has
improved caustics, then God knows how much more POV's popularity will grow.
=)
--
Anthony L. Bennett
http://welcome.to/TonyB
Graphics rendered
by the Dreamachine.
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John Ericsson wrote:
>
> Hello.
>
> I'm intrested in Nathan Kopp's patched version on POV-Ray, I have used
> the Photon Map functions.
>
> Concerning Photon Maps, it would be nice to get some information
> concerning future development of the patch. Will interaction with media
> be possible in the near future? It would be nice to create a
> "disco-ball" with many colored lightbeams reflected from all the
> mirrors, and make the beams visible in a media.
Is it also nice to see the rendering times shoot to the stars (and
reflect back to earth :) ). Well okay, I agree it would be kinda great
but I'm looking forward to what Mr Kopp can do to radiosity.
*--------------------------------------------------
| juh### [at] kolumbus fi
| http://www.kolumbus.fi/juha-matti.leppala/
*--------------------------------------------------
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John Ericsson wrote:
>
> Hello.
>
> I'm intrested in Nathan Kopp's patched version on POV-Ray, I have used
> the Photon Map functions.
>
> Concerning Photon Maps, it would be nice to get some information
> concerning future development of the patch. Will interaction with media
> be possible in the near future? It would be nice to create a
> "disco-ball" with many colored lightbeams reflected from all the
> mirrors, and make the beams visible in a media.
Media interaction is planned eventually. Currently hardware limitations
have hindered this. Caustics on surfaces render relatively quickly with
minimal memory requirements (original development was done on a 32 mb
system). When media interaction is implemented, render times and memory
requirements will be tremendous. Also, I need to continue my research
into exactly how POV's media works.
Like TonyB mentioned, I'm working on media now. Not too many changes, but
I'm attempting to implement the global photon map that Jensen (originator
of the photon map) used to enhance the speed of the radiosity process.
That's still a few weeks (at least) in the future, though.
My current project, though, is integration of photons into the Superpatch.
> I'm also looking for examles of reflective and refractive caustics
> created by UVPov, does anyone know of some page with example images or
> tutorials?
The latest version (5.4) includes some example scene files.
-Nathan
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: Is it also nice to see the rendering times shoot to the stars (and
: reflect back to earth :) ). Well okay, I agree it would be kinda great
: but I'm looking forward to what Mr Kopp can do to radiosity.
AFAIK photon mapping is not very useful for radiosity calculations.
The current radiosity implementation is quite good if you know how to use it.
--
main(i,_){for(_?--i,main(i+2,"FhhQHFIJD|FQTITFN]zRFHhhTBFHhhTBFysdB"[i]
):5;i&&_>1;printf("%s",_-70?_&1?"[]":" ":(_=0,"\n")),_/=2);} /*- Warp -*/
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> The current radiosity implementation is quite good if you know how to use it.
Yes, I'm sure it is, but most people don't seem to understand how to use it. I
#include "myself". The new one should improve radiosity outside of a little box
room, should find a way to simplify the excessive amount of parameters that one
is required to understand, and should be a less scale-dependant. If they can
speed it up too, then that would be a welcome plus. Please help us, Mr. Kopp...
take your time and finish the other things you must do, but please do this
someday.
--
Anthony L. Bennett
http://welcome.to/TonyB
Graphics rendered
by the Dreamachine.
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I'm generally happy with the current method. It certainly is quite fast, as far
as diffuse interreflection calculation goes. The amount of parameters is not
that horrific, esp. concidering that only 2-3 need to be changed regularly. And
adjusting the relative scale of radiosity effects is a necessity, so I don't
know how you could get rid of scale dependence.
My only gripe is that - since values are not calculated on a per-pixel basis -
normal patterns cannot very well be taken into account.
Margus
TonyB wrote:
>
> > The current radiosity implementation is quite good if you know how to use it.
>
> Yes, I'm sure it is, but most people don't seem to understand how to use it. I
> #include "myself". The new one should improve radiosity outside of a little box
> room, should find a way to simplify the excessive amount of parameters that one
> is required to understand, and should be a less scale-dependant. If they can
> speed it up too, then that would be a welcome plus. Please help us, Mr. Kopp...
> take your time and finish the other things you must do, but please do this
> someday.
>
> --
> Anthony L. Bennett
> http://welcome.to/TonyB
>
> Graphics rendered
> by the Dreamachine.
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