Search found 42 matches
- Mon Feb 25, 2013 10:02 pm
- Forum: General Development
- Topic: Advanced scene description format - is there a need?
- Replies: 15
- Views: 9379
Re: Advanced scene description format - is there a need?
I think it's time we left shading languages behind :) Why do you think so? What's different now? I see that rendering tasks tend to become more and more complex with time (okay, not purely rendering alone, but all production pipeline getting more complicated, but rendering still big and major part ...
- Mon Feb 25, 2013 2:29 pm
- Forum: General Development
- Topic: Advanced scene description format - is there a need?
- Replies: 15
- Views: 9379
Re: Advanced scene description format - is there a need?
Okay, I see your point. And I believe many others would share you opinion with you if we ask. But I can think of some scenarios where I see conditionals useful. Depending on command line options you can select different versions of the objects to be rendered (high-res/low-res). You could organize ob...
- Sun Feb 24, 2013 12:44 pm
- Forum: General Development
- Topic: Advanced scene description format - is there a need?
- Replies: 15
- Views: 9379
Advanced scene description format - is there a need?
Hi, All! Guys, from your experience... Is there any (practical) use of advanced features in scene description language, I mean variables, expressions, loops, conditionals etc. In other words, is there any sense to make it a full featured programming langues designed specifically to build/describe 3D...
- Tue Jan 08, 2013 9:53 pm
- Forum: General Development
- Topic: Beam Tracing and BSP Trees
- Replies: 2
- Views: 3181
Re: Beam Tracing and BSP Trees
I think ray packets alone is not a panacea at all. Rays become incoherent very quickly with each new intersection. Processing packets of incoherent rays makes no performance benefit especially taking into account overhead for preparing and maintaining packets in the renderer. Coherent paths (entire ...
- Thu Nov 08, 2012 8:27 pm
- Forum: ompf2
- Topic: IP BAN TESSELLATED TITS?
- Replies: 5
- Views: 11087
Re: IP BAN TESSELLATED TITS?
+1 for ban
- Tue Nov 06, 2012 2:40 pm
- Forum: General Development
- Topic: Full radiosity of diffuse surface.
- Replies: 3
- Views: 4186
Re: Full radiosity of diffuse surface.
Ingenious )) you are absolutely right ) I mixed them up as radiance for diffuse surface is constant over direction, just mixed them up.ingenious wrote:Are you sure that the L is irradiance and not radiance?
- Mon Nov 05, 2012 9:03 pm
- Forum: General Development
- Topic: Full radiosity of diffuse surface.
- Replies: 3
- Views: 4186
Full radiosity of diffuse surface.
Guys, please help me to understand. If we have diffuse surface, irradiance L, then full radiosity is pi*L. Irradiance is watt/m^2, radiosity is watt/m^2 as well... So the question is: why I think total energy is not conserved? (arriving = L*dA*dt, leaving = pi*L*dA*dt, that's pi times more leaving)....
- Sat Aug 18, 2012 8:33 pm
- Forum: General Development
- Topic: A Path tracer
- Replies: 11
- Views: 11834
Re: A Path tracer
No problem ) I just look into the pictures you post, that's easy ) You do the hard part - writing code and debugging ))
- Fri Aug 17, 2012 1:41 pm
- Forum: General Development
- Topic: Anybody thinks seriously about diffraction in RT/PT?
- Replies: 7
- Views: 7231
Re: Anybody thinks seriously about diffraction in RT/PT?
They try to touch macro geomtry diffraction in Appendix B, but thats different approach which does not allow automatic diffraction as I see it.
- Thu Aug 16, 2012 11:34 pm
- Forum: General Development
- Topic: A Path tracer
- Replies: 11
- Views: 11834
Re: A Path tracer
I don't see you code, so cant say exactly, but seeing what I see I suspect that the lighter areas are the areas where dot product of -eye vector (direction from the intersection point to to eye) and the normal vector is positive, and darker areas are where dot(-eye, n) < 0. When you calculate angles...