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From the "My ray tracer is better than Maya's" dep
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PostPosted: Tue Oct 26, 2004 7:49 pm    Post subject: From the "My ray tracer is better than Maya's" dep Reply with quote



5239 lines of code later and a couple seconds of rendering time.
Now on to the bunny!
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PostPosted: Tue Oct 26, 2004 9:06 pm    Post subject: Reply with quote

shiiiny....well mostly just bluuuue...but somewhat shiny...and oo bunny
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PostPosted: Wed Oct 27, 2004 7:58 am    Post subject: Reply with quote

ooooo nifty
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PostPosted: Wed Oct 27, 2004 8:04 am    Post subject: Reply with quote

It's not reflective yet... I think reflection/refraction is an optional thing at the end of the course. That coloring is diffuse + specular + ambient (flat shade + highlight/shininess + fill/fudge factor).
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PostPosted: Wed Oct 27, 2004 8:58 am    Post subject: Reply with quote

what's a ray tracer?
u tell it light source and give it object and viewing position and it gives u the reflection/shading due to a ray going from light to object reflecting then go eye???
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PostPosted: Fri Oct 29, 2004 9:28 am    Post subject: Reply with quote

For a ray tracer, you have a set of objects, a set of lights, a camera, and an image plane. In a nutshell, you shoot a ray from the camera origin through each pixel in the image plane, and see what it hits. If it intersects an object, the object can do one of several things; the simplest is to just calculate it's angle with the light and return a color, but you can also shoot rays from rays to get reflective colors and such. The challenge comes in defining the light and color models, and of course making it run faster. In these images we use the Phong shading model, which incorporate diffuse, specular, and ambient shading (each contribute to part of the final pixel color through various angle calculations).
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PostPosted: Fri Oct 29, 2004 9:30 am    Post subject: Reply with quote

Chubby bunny!! Very Happy
5,000 faces (triangles), originally rendered at 1600x1200 on a P4 3.2Ghz HT, 87 minutes Wink


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PostPosted: Fri Oct 29, 2004 11:01 am    Post subject: Reply with quote

That sounds fun... my roomie is taking graphics right now also. His next project is ray tracing Smile.
Jeff!!! Run a mesh smoother on that rabbit Razz make your computer work hard Razz
My next research project deals with mesh smoothing again... fun fun fun.
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PostPosted: Fri Oct 29, 2004 12:28 pm    Post subject: Reply with quote

We just got like 4 new 3.4Ghz HT machines at work... must put them to good use Very Happy

Not sure why it doesn't look smooth... then again it is only 5,000 triangles. It's using Goraud (not sure spelling) shading, so it's intprolating the normals, which is why you don't really see the triangles themselves; I don't know if smoothing could really help it.
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PostPosted: Fri Oct 29, 2004 3:17 pm    Post subject: Reply with quote

the shading looks linear interpolated.
I think smoothing by changing the positions of current vertexes won't help much but increasing vertexes by using interpolation would...
My project wasn't as nice looking as this but we did surface smoothing and used ray tracing with a strip light reflection (similar to what they use when they model cars). I didn't get great results... but there's another program my professor made that takes surfaces and makes really really great reflection patterns from it. But then again our meshes are very high resolution...
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PostPosted: Fri Oct 29, 2004 5:07 pm    Post subject: Reply with quote

But interpolation is like getting something from nothing Wink

It is linear interpolation; in the beginning, you step through every triangle, and store the average normal at each vertex. When rendering, you calculate an alpha, beta, and gamma to find the convex combination of the points that find the intersection, and use the same alpha, beta, and gamma numbers to interpolate the normal at the intersection point.

On second thought, smoothing would probably help; it removes detail, and it is the rough detail that is causing the irregularities, but we're not getting into data manipulation, just more advanced ray and acceleration techniques. I think we eventually do reflection, but I'm not certain of that.
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PostPosted: Fri Oct 29, 2004 5:11 pm    Post subject: Reply with quote

I was trying to get the bunny into a toolkit to do either Laplacian smoothing or run it through a windowed sinc function interpolation kernel to relax it... but I wasn't able to quickly import the mesh into it, so I'll put that off for another day.
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PostPosted: Sun Oct 31, 2004 10:30 am    Post subject: Reply with quote

Red vs. Blue... bunny Very Happy
A lot of the coloring and lighting is more of a test of the renderer than a test of making it aesthetically pleasing. The text is 3D (bad quality), hence the oddities on its surface. Coloring may also depend on your browser (PNG support in browsers (and in general) is still sketchy).



Output of renderer: 2560x2048
Output of supersampler: 1280x1024
Scaled/Cropped to 800x500
71 minutes optimal, 86 minutes real
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PostPosted: Sun Oct 31, 2004 12:18 pm    Post subject: Reply with quote

bunnehs!
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PostPosted: Sun Oct 31, 2004 1:35 pm    Post subject: Reply with quote

now show it spinning Razz
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PostPosted: Sun Oct 31, 2004 8:09 pm    Post subject: Reply with quote

lol that what i told him to do....
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PostPosted: Mon Nov 01, 2004 2:23 pm    Post subject: Reply with quote

Riiiiight... nothing like 300 watts of computing power running 'round the clock Razz
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PostPosted: Mon Nov 01, 2004 2:39 pm    Post subject: Reply with quote

"According to preliminary tests, a 2.5GHz Power PC 970 G5 processor based on the 130nm process consumes 96 watts, while 2.5GHz G5 built around the 90nm process pulls a more manageable 62 watts."

Crapzola.... maybe the G5 should be crowned the hottest processor around... I Think those numbers are even higher than the Presshot's released numbers. Presshots use a lot more than their documentation say they do.

Even the old baking toys (Microbake???) only uses like a 60 watt bulb or something like that... u could really bake a cake in that computer... Very Happy

I'm very environmentally friendly... my laptop processor runs on 24 watts Very Happy
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PostPosted: Mon Nov 01, 2004 2:51 pm    Post subject: Reply with quote

According to my amp meter, when the system is running full out, it's pulling about 2.5 amps, which at 120 volts, is about 300 watts. I'm sure the processors themselves aren't that high, but that's what it's pulling Shocked
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PostPosted: Sun Nov 14, 2004 1:26 pm    Post subject: Reply with quote

Bunny blooper! Very Happy


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PostPosted: Fri Nov 19, 2004 8:50 am    Post subject: Reply with quote

Interesting line drawing-type thingie:


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PostPosted: Wed Nov 24, 2004 4:02 pm    Post subject: Reply with quote

Hey Jeff,
Know of a 3DS to ply converter?
Actually what's more important is do you know how to induce noise into a 3DStudio Max model? I want to make specific models to test different aspects of my program. The Stanford ones will be good for the final ones... but I Want more sharp jaggedy ones for testing. IF I can't do it in 3DS then I guess I can put in randomness into all the points of the ply...
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PostPosted: Wed Nov 24, 2004 9:02 pm    Post subject: Reply with quote

The only general converter I've seen so far is ivcon (http://www.psc.edu/~burkardt/src/ivcon/ivcon.html). It doesn't do PLY (it does do 3DS), but it does many other easy-to-parse formats.

I largely haven't done anything with applying algorithms to models, I've just concentrated on the actual rendering of of the models.

I seem to remember tools in 3dsmax that can cause noise... not sure though, it's been a couple years.
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PostPosted: Thu Nov 25, 2004 2:59 pm    Post subject: Reply with quote

Brushed metal sphere Very Happy


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PostPosted: Thu Nov 25, 2004 4:36 pm    Post subject: Reply with quote

Weird-ass fake transparency:


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PostPosted: Thu Nov 25, 2004 9:54 pm    Post subject: Reply with quote

ooooo nifty sphere
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PostPosted: Fri Nov 26, 2004 11:56 pm    Post subject: Reply with quote

Plaid is back, and there's no denying it!



[edit]
For anyone interested...
Color map for blue bunny:
R,G,B =
PeriodicPulse(0.5d, 1.5d, 2.0d, 0.25d, 0.75d, Mod(Intersection.GetX(), Intersection.GetY())),
PeriodicPulse(0.5d, 1.5d, 2.0d, 0.25d, 0.75d, Mod(Intersection.GetY(), Intersection.GetZ())),
PeriodicPulse(0.5d, 1.5d, 2.0d, 0.25d, 0.75d, Mod(Intersection.GetZ(),
Intersection.GetX()))

Color map for red bunny:
R,G,B =
PeriodicPulse(0.1d, 0.2d, 0.3d, 0.25d, 0.75d, Intersection.GetX()),
PeriodicPulse(0.1d, 0.2d, 0.3d, 0.25d, 0.75d, Intersection.GetX()),
PeriodicPulse(0.1d, 0.2d, 0.3d, 0.25d, 0.75d, Intersection.GetY())

Where PeriodicPulse is defined as (double BreakPoint1, double BreakPoint2, double Period, double LowValue, double HighValue, double Value): Returns a periodic pulse value: Value = Value % Period; Value <= BreakPoint1 return LowValue; Value >= BreakPoint2 return LowValue; Else return HighValue and Mod is defined by (double ModValue, double Value): Returns Value (mod) ModValue.
[/edit]
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PostPosted: Sat Nov 27, 2004 1:02 am    Post subject: Reply with quote

the plaid bunny's butt is notably lacking in yellow stripes
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PostPosted: Sat Nov 27, 2004 9:57 am    Post subject: Reply with quote

I call that a "feature".
Actually, I'm really not sure why it does that.
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PostPosted: Sat Nov 27, 2004 11:20 am    Post subject: Reply with quote

that's a nice pick....can't wait till u add reflections to that thing....
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