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PovRay Source Code...

Started by"Chris M. Thomasson" <chris.m.thomasson.1@gmail.com>
First post2022-11-20 22:55 -0800
Last post2022-11-21 23:08 -0800
Articles 7 — 2 participants

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  PovRay Source Code... "Chris M. Thomasson" <chris.m.thomasson.1@gmail.com> - 2022-11-20 22:55 -0800
    Re: PovRay Source Code... Juha Nieminen <nospam@thanks.invalid> - 2022-11-21 12:03 +0000
      Re: PovRay Source Code... "Chris M. Thomasson" <chris.m.thomasson.1@gmail.com> - 2022-11-21 15:56 -0800
        Re: PovRay Source Code... Juha Nieminen <nospam@thanks.invalid> - 2022-11-22 06:45 +0000
          Re: PovRay Source Code... "Chris M. Thomasson" <chris.m.thomasson.1@gmail.com> - 2022-11-21 23:04 -0800
            Re: PovRay Source Code... Juha Nieminen <nospam@thanks.invalid> - 2022-11-22 09:31 +0000
          Re: PovRay Source Code... "Chris M. Thomasson" <chris.m.thomasson.1@gmail.com> - 2022-11-21 23:08 -0800

#87500 — PovRay Source Code...

From"Chris M. Thomasson" <chris.m.thomasson.1@gmail.com>
Date2022-11-20 22:55 -0800
SubjectPovRay Source Code...
Message-ID<tlf7cb$3onep$1@dont-email.me>
Iirc, somebody who posts "here" (comp.lang.c and/or comp.lang.c++) 
worked on the PovRay source code base... I am interested in conversing 
about it because I want to see if we can possibly integrate one of my 
special low-level mutations into its ray marcher/caster on a fairly low 
level. Low level in the sense that the mutations are performed _before_ 
any points and normals are fed into the marcher/caster logic...

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#87503

FromJuha Nieminen <nospam@thanks.invalid>
Date2022-11-21 12:03 +0000
Message-ID<tlfpes$48k$3@gioia.aioe.org>
In reply to#87500
In comp.lang.c++ Chris M. Thomasson <chris.m.thomasson.1@gmail.com> wrote:
> Iirc, somebody who posts "here" (comp.lang.c and/or comp.lang.c++) 
> worked on the PovRay source code base... I am interested in conversing 
> about it because I want to see if we can possibly integrate one of my 
> special low-level mutations into its ray marcher/caster on a fairly low 
> level. Low level in the sense that the mutations are performed _before_ 
> any points and normals are fed into the marcher/caster logic...

You may want to ask at the news.povray.org usenet server, or
http://news.povray.org/groups/ (which is a kind of mirror of it).

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#87504

From"Chris M. Thomasson" <chris.m.thomasson.1@gmail.com>
Date2022-11-21 15:56 -0800
Message-ID<tlh387$3t962$1@dont-email.me>
In reply to#87503
On 11/21/2022 4:03 AM, Juha Nieminen wrote:
> In comp.lang.c++ Chris M. Thomasson <chris.m.thomasson.1@gmail.com> wrote:
>> Iirc, somebody who posts "here" (comp.lang.c and/or comp.lang.c++)
>> worked on the PovRay source code base... I am interested in conversing
>> about it because I want to see if we can possibly integrate one of my
>> special low-level mutations into its ray marcher/caster on a fairly low
>> level. Low level in the sense that the mutations are performed _before_
>> any points and normals are fed into the marcher/caster logic...
> 
> You may want to ask at the news.povray.org usenet server, or
> http://news.povray.org/groups/ (which is a kind of mirror of it).

Perfect. Thank you for the heads up, Juha. Btw, did you ever contribute 
to the PovRay codebase in any way, shape or form? For some god damn 
reason I am under the impression that somebody here worked on it. I 
could of swore that I noticed a name. Actually, I think it was you, 
Juha? Where am I going wrong? Sorry for prying. Fwiw, my special ray 
marcher can reap results like:

https://youtu.be/IVR5I5mnrsg

If you do not like my experimental MIDI music by all means, please mute 
it... If you think the animation itself is crap, stop it early. :^)

Here is one with no music. Exposing a Mandelbulb to my marcher logic:

https://youtu.be/XpbPzrSXOgk

The ray marcher is humble, yet generates some interesting results. I am 
wondering if it can be rather easily integrated into existing ray 
tracers and/or marchers. Fwiw, my marcher is based on distance 
estimation to the objects in the scene.

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#87506

FromJuha Nieminen <nospam@thanks.invalid>
Date2022-11-22 06:45 +0000
Message-ID<tlhr69$15ec$1@gioia.aioe.org>
In reply to#87504
In comp.lang.c++ Chris M. Thomasson <chris.m.thomasson.1@gmail.com> wrote:
> Perfect. Thank you for the heads up, Juha. Btw, did you ever contribute 
> to the PovRay codebase in any way, shape or form?

I have contributed a bit of code to it, but not a lot.

> Fwiw, my special ray marcher can reap results like:
> 
> https://youtu.be/IVR5I5mnrsg

Is it different from an isosurface?

http://www.povray.org/documentation/3.7.0/r3_4.html#r3_4_5_1_6

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#87507

From"Chris M. Thomasson" <chris.m.thomasson.1@gmail.com>
Date2022-11-21 23:04 -0800
Message-ID<tlhs9v$1rpu$1@dont-email.me>
In reply to#87506
On 11/21/2022 10:45 PM, Juha Nieminen wrote:
> In comp.lang.c++ Chris M. Thomasson <chris.m.thomasson.1@gmail.com> wrote:
>> Perfect. Thank you for the heads up, Juha. Btw, did you ever contribute
>> to the PovRay codebase in any way, shape or form?
> 
> I have contributed a bit of code to it, but not a lot.
> 
>> Fwiw, my special ray marcher can reap results like:
>>
>> https://youtu.be/IVR5I5mnrsg
> 
> Is it different from an isosurface?
> 
> http://www.povray.org/documentation/3.7.0/r3_4.html#r3_4_5_1_6

Yes, it is different from an isosurface. Actually, I remember where I 
posted some code in the form of a GLSL shader for it. Does the following 
link run for you? My code is in there for all to see:

https://www.shadertoy.com/view/fdBSzm

Tell me what you think. Can it possibly be integrated into PovRay logic 
before the points are even passed into the ray marcher? Btw, does PovRay 
even use distance estimation? I think it should almost have to.

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#87509

FromJuha Nieminen <nospam@thanks.invalid>
Date2022-11-22 09:31 +0000
Message-ID<tli4tq$102p$1@gioia.aioe.org>
In reply to#87507
In comp.lang.c++ Chris M. Thomasson <chris.m.thomasson.1@gmail.com> wrote:
> On 11/21/2022 10:45 PM, Juha Nieminen wrote:
>> In comp.lang.c++ Chris M. Thomasson <chris.m.thomasson.1@gmail.com> wrote:
>>> Perfect. Thank you for the heads up, Juha. Btw, did you ever contribute
>>> to the PovRay codebase in any way, shape or form?
>> 
>> I have contributed a bit of code to it, but not a lot.
>> 
>>> Fwiw, my special ray marcher can reap results like:
>>>
>>> https://youtu.be/IVR5I5mnrsg
>> 
>> Is it different from an isosurface?
>> 
>> http://www.povray.org/documentation/3.7.0/r3_4.html#r3_4_5_1_6
> 
> Yes, it is different from an isosurface. Actually, I remember where I 
> posted some code in the form of a GLSL shader for it. Does the following 
> link run for you? My code is in there for all to see:
> 
> https://www.shadertoy.com/view/fdBSzm
> 
> Tell me what you think. Can it possibly be integrated into PovRay logic 
> before the points are even passed into the ray marcher? Btw, does PovRay 
> even use distance estimation? I think it should almost have to.

These questions are better asked at news.povray.org because there are way
more people with way more knowledge about the internals of the program
(including the developers themselves) there.

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#87508

From"Chris M. Thomasson" <chris.m.thomasson.1@gmail.com>
Date2022-11-21 23:08 -0800
Message-ID<tlhsht$1re8$1@dont-email.me>
In reply to#87506
On 11/21/2022 10:45 PM, Juha Nieminen wrote:
> In comp.lang.c++ Chris M. Thomasson <chris.m.thomasson.1@gmail.com> wrote:
>> Perfect. Thank you for the heads up, Juha. Btw, did you ever contribute
>> to the PovRay codebase in any way, shape or form?
> 
> I have contributed a bit of code to it, but not a lot.
> 
>> Fwiw, my special ray marcher can reap results like:
>>
>> https://youtu.be/IVR5I5mnrsg
> 
> Is it different from an isosurface?

Fwiw, I have tried to gain the ray march in a volumetric form, the 
problem is that my points stop iterating/marching when they drop down 
into an epsilon trap on an object. If you are on FB, here is one of my 
tries. I modeled it like a 3d printer wrt the z-axis as the printer head:

https://www.facebook.com/photo?fbid=857878912037775

https://www.facebook.com/photo/?fbid=856982285460771

The point cloud blues...

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