Search found 42 matches

by raider
Mon Feb 25, 2013 10:02 pm
Forum: General Development
Topic: Advanced scene description format - is there a need?
Replies: 15
Views: 9275

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 ...
by raider
Mon Feb 25, 2013 2:29 pm
Forum: General Development
Topic: Advanced scene description format - is there a need?
Replies: 15
Views: 9275

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...
by raider
Sun Feb 24, 2013 12:44 pm
Forum: General Development
Topic: Advanced scene description format - is there a need?
Replies: 15
Views: 9275

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...
by raider
Tue Jan 08, 2013 9:53 pm
Forum: General Development
Topic: Beam Tracing and BSP Trees
Replies: 2
Views: 3149

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 ...
by raider
Thu Nov 08, 2012 8:27 pm
Forum: ompf2
Topic: IP BAN TESSELLATED TITS?
Replies: 5
Views: 10318

Re: IP BAN TESSELLATED TITS?

+1 for ban
by raider
Tue Nov 06, 2012 2:40 pm
Forum: General Development
Topic: Full radiosity of diffuse surface.
Replies: 3
Views: 4150

Re: Full radiosity of diffuse surface.

ingenious wrote:Are you sure that the L is irradiance and not radiance?
Ingenious )) you are absolutely right ) I mixed them up as radiance for diffuse surface is constant over direction, just mixed them up.
by raider
Mon Nov 05, 2012 9:03 pm
Forum: General Development
Topic: Full radiosity of diffuse surface.
Replies: 3
Views: 4150

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)....
by raider
Sat Aug 18, 2012 8:33 pm
Forum: General Development
Topic: A Path tracer
Replies: 11
Views: 11754

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 ))
by raider
Fri Aug 17, 2012 1:41 pm
Forum: General Development
Topic: Anybody thinks seriously about diffraction in RT/PT?
Replies: 7
Views: 7178

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.
by raider
Thu Aug 16, 2012 11:34 pm
Forum: General Development
Topic: A Path tracer
Replies: 11
Views: 11754

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...