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Hi!
Just switched from PovRay to MegaPOV to create a depth map using the
PP_Init_Depth_Output() / PP_Depth(min,max) postprocessing feature.
Unfortunately the postprocessing is currently a re-rendering, getting image
+ depth map takes twice as long as getting only the image (also in the +D0
graphical output I see the depthmap being rendered line by line on top of
the image).
So I figured that the internal storage of the depth information does not
work during the main render pass (even though I used PP_Init_Depth_Output),
and MegaPOV has to render a second time.
I looked for additional options to activate an internal buffer and saw that
old PovRays supported 'Buffer_Output' and 'Buffer_Size'. Or what else do I
need to activate?
Many thanks for your help and the great work on MegaPOV,
Elmar
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From: Christoph Hormann
Subject: Re: How to postprocess instead of re-render in MegaPOV
Date: 29 Jul 2005 06:50:02
Message: <dcd1d5$5r2$1@chho.imagico.de>
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Elmar Krieger wrote:
> Hi!
>
> Just switched from PovRay to MegaPOV to create a depth map using the
> PP_Init_Depth_Output() / PP_Depth(min,max) postprocessing feature.
>
> Unfortunately the postprocessing is currently a re-rendering,
That's not correct.
> getting image
> + depth map takes twice as long as getting only the image (also in the +D0
> graphical output I see the depthmap being rendered line by line on top of
> the image).
That is quite possible.
> So I figured that the internal storage of the depth information does not
> work during the main render pass (even though I used PP_Init_Depth_Output),
> and MegaPOV has to render a second time.
No, the current post processing is simply not very efficient (it is
designed to be very flexible but this limits performance quite
significantly). What you think is a second render is simply gathering
the depth information from the data stored during the main render.
Christoph
--
POV-Ray tutorials, include files, Landscape of the week:
http://www.tu-bs.de/~y0013390/ (Last updated 24 Jul. 2005)
MegaPOV with mechanics simulation: http://megapov.inetart.net/
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> No, the current post processing is simply not very efficient (it is
> designed to be very flexible but this limits performance quite
> significantly). What you think is a second render is simply gathering
> the depth information from the data stored during the main render.
Thanks for your quick reply Christoph.
Is there maybe a trick to bypass the macro bottleneck and quickly dump the
collected depth + normal information into a binary file which I can then
analyze myself? (especially the edge detection is a factor 100 slower than
the actual rendering).
Greetings,
Elmar
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From: Christoph Hormann
Subject: Re: How to postprocess instead of re-render in MegaPOV
Date: 29 Jul 2005 09:30:02
Message: <dcdanf$7tf$1@chho.imagico.de>
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Elmar Krieger wrote:
>
> Thanks for your quick reply Christoph.
> Is there maybe a trick to bypass the macro bottleneck
What macro bottleneck?
> and quickly dump the
> collected depth + normal information into a binary file which I can then
> analyze myself?
The data is written to a temporary file. The format of this is
currently not documented though.
Christoph
--
POV-Ray tutorials, include files, Landscape of the week:
http://www.tu-bs.de/~y0013390/ (Last updated 24 Jul. 2005)
MegaPOV with mechanics simulation: http://megapov.inetart.net/
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On Fri, 29 Jul 2005 09:13:46 EDT, "Elmar Krieger" <elm### [at] cmbirunl> wrote:
> Is there maybe a trick to bypass the macro bottleneck and quickly dump the
> collected depth + normal information into a binary file
If you only need depth and normal, I do not understand why you need MegaPOV.
trace() functions does it in POV-Ray. But indeed it can be simpler sampling
over camera_view during parsing and skip rendering part. Would that be
sufficient temporary solution?
ABX
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