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POV-Ray Competition Winners

An anonymous reader noted that you can "See how far POV-Ray developers have pushed the limits of raytracing in the POVCOMP 2004 Raytracing Contest." Yes it's from 2004. It's still neat. And you try finding something interesting on a holiday monday ;)

168 comments

  1. The thin line between reality and digital reality. by Bananatree3 · · Score: 2, Insightful

    Many of those things I would at first glance say are real! If this is the kind of quality we can get now in 2005, imagine what kind of quality we will get in 5-10 years!

  2. The server... by Anonymous Coward · · Score: 0, Funny

    And the server is from 1995 because it's already slow...

    1. Re:The server... by Anonymous Coward · · Score: 0
      And the server is from 1995 because it's already slow...

      Yeah, well, it doesn't help that you keep sticking it up your ass.

    2. Re:The server... by vrt3 · · Score: 2, Funny

      That's because it's rendering the images on the fly.

      --
      This sig under construction. Please check back later.
    3. Re:The server... by suitepotato · · Score: 1

      The povray.org servers have always been on the slow side. I've never ever seen them as what could be called "zippy" never mind "fast".

      OTOH, so too has been the renderer as the versions have changed. It seems to render on a Pentium IV 2GHz machine today as slowly as it did on a Celeron 550Mhz with the then current version.

      So maybe they're using the server to render at the same time? I dunno...

      --
      If my grammar and spelling are off, I am [distracted/tired/careless] (take your pick)
  3. Callback by Anonymous Coward · · Score: 3, Informative

    Here's the story about the contest.

    1. Re:Callback by Tablizer · · Score: 1

      Seems the dup checkers took a holiday :-)

    2. Re:Callback by Anonymous Coward · · Score: 0

      this is what makes slashdot so shitty. cmdrtaco, you suck!
      let's read some real news now...

      ps: what the fuck are those letters with lines through them! it sucks too! (post a comment and you'll see)

    3. Re:Callback by XFilesFMDS1013 · · Score: 2, Funny

      Long holiday, they haven't been back since /. was created.

  4. Holiday? by Jeff+Hornby · · Score: 1, Funny

    And you try finding something interesting on a holiday monday ;) I line in Canada. It's not a holiday here, you insensitive clod ;) Oh and just maybe first post

    --
    Why doesn't Slashdot ever get slashdotted?
    1. Re:Holiday? by Anonymous Coward · · Score: 0

      Line at the US border? :)

    2. Re:Holiday? by Anonymous Coward · · Score: 0

      We'll make sure to hook you up with a story on Boxing Day.

  5. Great, an admission of mediocrity... by Anonymous Coward · · Score: 0

    "Yes it's from 2004. It's still neat. And you try finding something interesting on a holiday monday ;)"

    Rock on, Taco.

  6. Quicklink Top-25 by Anonymous Coward · · Score: 5, Informative

    1. 'The Last Guardian' by Johnny Yip 2. 'The Kitchen' by Jaime Vives Piqueres
    3. 'Dissolution' by Ziga Petric
    4. 'Victoria's World' by Douglas Eichenberg and 'Twin Girls With A Pearl Earring' by Rene Bui
    6. 'Pirates' by 'seawolf'
    7. 'Bradbury Atrium' by Gary MacKinnon
    8. 'Model Expo Entry' by Chris Holtorf
    9. 'Waiting for the relief' by Marc Jacquier
    10. 'Sentinel Rock' by Glenn McCarter
    11. 'Song For The Earth' by Fabien Mosen
    12. 'Natural History Museum' by Sean Day
    13. 'Cybernetic Organism Caealis - Narcissism' by 'selsek'
    14. 'The Three Blind Mice Return' by Jeremy M. Praay
    15. 'Autumn' by 'Slime'
    16. 'The buzzard and the dove' by 'emkaah'
    17. 'Evie Evolves' by Joanne Simpson
    18. 'Early morning tea' by 'St Dunstan'
    19. 'Christmas Eve' by Gennady Obukhov
    20. 'The Peek-a-Blocks' by 'danBhentschel'
    21. 'After the Storm' by Christoph Gerber
    22. 'Montezumas last meal No.2' by 'splendor'
    23. 'Pathways' by Robert W. McGregor
    24. 'Japanese spire!' by 'miyoken'
    25. '13 Spiral Spheres' by Robert W. McGregor

    1. Re:Quicklink Top-25 by Anonymous Coward · · Score: 1, Funny

      "Model Expo Entry" incorrectly states that it is an image of a "rotary" engine. It is, in fact, a radial engine. The design and looks are completely different.

    2. Re:Quicklink Top-25 by Stankatz · · Score: 1

      "Twin Girls With a Pearl Earring" should not have won. It is mirror images of the exact same model rendered twice. Every wrinkle in their clothing is exactly the same. And he (or she?) put some sort of weird head scarf on her so he wouldn't have to render hair. Shame on you, Rene Bui.

      Sure, it's better than anything I could do, but it pales in comparison to the others.

    3. Re:Quicklink Top-25 by Ford+Prefect · · Score: 4, Informative

      And he (or she?) put some sort of weird head scarf on her so he wouldn't have to render hair. Shame on you, Rene Bui.

      And shame on you, Johannes Vermeer! ;-)

      --
      Tedious Bloggy Stuff - hooray?
    4. Re:Quicklink Top-25 by ultranova · · Score: 0, Offtopic

      How is it informative to cut & past the list from the second page of the povcomp site ? Especially since the parent left out the Honorary Mentions ?

      --

      Forget magic. Any technology distinguishable from divine power is insufficiently advanced.

    5. Re:Quicklink Top-25 by smartdreamer · · Score: 1
      I was say something similar. Why not just put an URL? So precious karma...

      Moderators keep your mod points for something better.

    6. Re:Quicklink Top-25 by idlemachine · · Score: 2, Funny

      Ah, slashdot...where ignorance should never be reason enough not to voice your opinion.

  7. Holiday monday? by temojen · · Score: 4, Insightful
    And you try finding something interesting on a holiday monday ;)

    Try looking outside the US. it's not a holiday here.

    1. Re:Holiday monday? by slavemowgli · · Score: 2, Insightful

      Or, for that matter, don't post news. It's not like Slashdot is a printed publication that just *has* to fill this and that many pages each day, no matter whether there's actually news or not.

      --
      quidquid latine dictum sit altum videtur.
    2. Re:Holiday monday? by jdowland · · Score: 1

      It Is in the UK.

    3. Re:Holiday monday? by yotto · · Score: 2, Insightful

      *It's not like Slashdot is a printed publication that just *has* to fill this and that many pages each day, no matter whether there's actually news or not.*

      They are largely supported by advertisements, though, and not putting up news stories on holidays, especially holidays observed in America where most of their readers live, would cut down their hits. Plus, the link's nice and I hadn't seen it before.

    4. Re:Holiday monday? by coopaq · · Score: 5, Funny
      And you try finding something interesting on a holiday monday ;)

      Try looking outside the US. it's not a holiday here.

      I think taco is just saying it's hard to find news on a holiday Monday because he is really sunburned and drunk.

    5. Re:Holiday monday? by temojen · · Score: 1

      You need a holiday for that?

    6. Re:Holiday monday? by WolfDeusEx · · Score: 1

      Its a Bank Holiday in the UK. :)

      --
      Shoot me
    7. Re:Holiday monday? by temojen · · Score: 1

      With the service we get at banks here, I thought every day was a bank holiday.

    8. Re:Holiday monday? by slavemowgli · · Score: 0, Redundant

      Hmmm. That might also explain the usual flood of dupes. :)

      --
      quidquid latine dictum sit altum videtur.
    9. Re:Holiday monday? by Anonymous Coward · · Score: 0

      We don't care about you. Really.

    10. Re:Holiday monday? by David+Horn · · Score: 1

      Excuse me? It is in the UK! And there was me thinking it was just England...

      --
      PocketGamer.org - For the gamer on the go!
    11. Re:Holiday monday? by Anonymous Coward · · Score: 0

      You don't speak for everyone. Really.

    12. Re:Holiday monday? by theguyfromsaturn · · Score: 1

      Wasn't Victoria day last week? That's when it was celebrated in Canada anyway (except Québec where it used to be Dollar's day, and now is Patriote's day).

      --
      I like my dinosaurs feathery, and my pterosaurs hairy (or is it pycnofibery?)
    13. Re:Holiday monday? by Stankatz · · Score: 1

      Yeah! And it's Wednesday where I live, you insensitive clod!

    14. Re:Holiday monday? by Koiu+Lpoi · · Score: 1

      Ubi Fights Back. That interesting enough?

    15. Re:Holiday monday? by Anonymous Coward · · Score: 0

      > I think taco is just saying it's hard to find news on a holiday Monday because he is really sunburned and drunk.

      How does "on a holiday Monday" fit in there ?

      - Someone else from the 95% of this planet not on a holiday Monday, you ignorant clod.

    16. Re:Holiday monday? by Anonymous Coward · · Score: 0

      Except that this isn't a print publication where you absolutely need to cover every remaining bit of paper with ads. Fewer stories a day means people will read the published ones more carefully. I bet the number of page-loads isn't going down. *g*

  8. Gilles Tran by Ford+Prefect · · Score: 4, Interesting

    Of course, no article on POV-Ray is complete without the obligatory link to the site of Monsieur Gilles Tran, surrealist and POV-artist extraordinaire...

    Has he entered the competition? Haven't seen his name anywhere so far...

    --
    Tedious Bloggy Stuff - hooray?
  9. Re:The thin line between reality and digital reali by Anonymous Coward · · Score: 5, Funny

    You are talking about pr0n right?

  10. Needs new caption by nizo · · Score: 2, Interesting
    I think this one needs a caption, something like: "Leaving a trail of crap wherever we go". The boy reaching for the stars is an ominous portent of things to come if we ever achieve a means of intersteller travel.

    (You can see the homepage of the same image here if the pov website gets slashdotted)

    1. Re:Needs new caption by Anonymous Coward · · Score: 0

      I thought it was a Katamari Damacy reference...

    2. Re:Needs new caption by PitaBred · · Score: 1

      First off it's spelled "interstellar". Secondly, it's pretty obvious that it's celebrating human accomplishments and innovation. But I suppose subtelety and symbolism are lost on you.
      I'll bet you're probably one of those that though the Native Americans were wonderful stewards of the land (notice that I'm using the past-tense), rather than simply dumping all their broken pots and such all over the place, then moving on. The only reason things aren't trashed more is because they used mostly organic materials.

    3. Re:Needs new caption by Pope · · Score: 1

      It reminds me a lot of the cover of Heinlein's "Job" book.

      --
      It doesn't mean much now, it's built for the future.
    4. Re:Needs new caption by Ford+Prefect · · Score: 1

      First off it's spelled "interstellar". Secondly, it's pretty obvious that it's celebrating human accomplishments and innovation.

      Thirdly, it was actually rendered on a laptop in space thanks to a certain Mark Shuttleworth, most recently known for his Ubuntu Linux distribution.

      He may be a multi-zillionaire, but I have to admit he spends it on some pretty cool stuff. :-)

      --
      Tedious Bloggy Stuff - hooray?
  11. Dupe! by Anonymous Coward · · Score: 0

    And you try finding something interesting on a holiday monday ;)

    Hey! How about this Holiday Dupe! ;-)

  12. Yow. by oGMo · · Score: 1
    Those are amazing. I wonder a bit at the placing order, but regardless... some of those are amazing.

    I hear people complaining about how we don't need better video cards or whatever, how we can't possibly get any better or need any more power than what we've got.

    To these people I say, come back when my Playstation produces graphics like this in realtime.

    --

    Don't think of it as a flame---it's more like an argument that does 3d6 fire damage

    1. Re:Yow. by FhnuZoag · · Score: 1

      Tech isn't the problem, though. This is an artistic competition, and however good your graphics card is, you are going to be limited by your artists' talent. Are games developers really going to be bothered spending the decades it would take to make each and every room look as good as these? I predict that graphical development is going to reach a peak fairly soon.

    2. Re:Yow. by oGMo · · Score: 1
      This is exactly my thought and has been for a long while. 3D modelling is at the "cave-painting" point on its timeline. It reminds me of old Atari games where entire levels would be predrawn bitmaps. Much like current 3D areas are entirely precreated models.

      Very sad. When will people start building programs where they can say "ok, here's a model, detail it for me" and it'll throw in your imperfections, age the surface, and fill in details based on hinting and metadata.

      --

      Don't think of it as a flame---it's more like an argument that does 3d6 fire damage

    3. Re:Yow. by ultranova · · Score: 1

      This is exactly my thought and has been for a long while. 3D modelling is at the "cave-painting" point on its timeline. It reminds me of old Atari games where entire levels would be predrawn bitmaps. Much like current 3D areas are entirely precreated models.

      If you look at the description text of this picture, for example, you notice that the submitter had used Povray's internal programming language in making the scene - to place the building, for example. And Povray newsgroups are full of clever macros for generating trees and such.

      Very sad. When will people start building programs where they can say "ok, here's a model, detail it for me" and it'll throw in your imperfections, age the surface, and fill in details based on hinting and metadata.

      If you have ever made modules for Neverwinter Nights, you have noticed that you simply say to the editor "this area is a sever, here's water, here's walkway and here's a bridge", and it fills in details for you. Of course, the blocks were premodeled by someone - but until computers develop intelligence, they have to be.

      What I'm trying to say, is that the things you are talking about already exist, altought in a crude format. For example, there was recently a pic on Povray news server, which had a jungle with about ten thousand algorithmically placed trees in it. Looked very real, too.

      Of course, the poster said it took three hours to render, so it might be some time before we get smooth 30fps ;(...

      --

      Forget magic. Any technology distinguishable from divine power is insufficiently advanced.

    4. Re:Yow. by ultranova · · Score: 1

      Forgot to fill in the link... I meant this picture.

      --

      Forget magic. Any technology distinguishable from divine power is insufficiently advanced.

  13. The quality is not in the software... by Anonymous Coward · · Score: 0

    is in the artist so it can be achieved anytime.

  14. Also of interest.... by JaF893 · · Score: 3, Informative
    1. Re:Also of interest.... by St.+Arbirix · · Score: 1

      And where's the International Raytracing Competition? They have animations as well and often source code is provided with the image.

      --
      Direct away from face when opening.
  15. Aaaah,,,the memories by Wired303 · · Score: 2, Interesting

    Aaaah...Pov-ray, that brings back memories. Back in '93 putting my trusty 286 to work on a 320x200px image of a chessboard and some cubes. Took 12 hours, you could see every pixel being generated :-)

    --
    ..hello ?..is this thing on ?...
  16. Yay for POV ray! by Anonymous Coward · · Score: 0

    Interesting, was expecting shiny metallic balls on a chequered floor plane, apparently it has evolved a lot

    1. Re:Yay for POV ray! by Tablizer · · Score: 1

      Interesting, was expecting shiny metallic balls on a chequered floor plane, apparently it has evolved a lot

      I kinda miss those. Now everybody is trying to make a renaissance painting.

    2. Re:Yay for POV ray! by De+Lemming · · Score: 2, Insightful

      Interesting, was expecting shiny metallic balls on a chequered floor plane

      Have a look at "The Kitchen", it has a reflective-sphere-on-checkered-plane fridge magnet and "POV Flakes" "with checkered board inside!" :-) (See detail view for the flakes.)

  17. It's all too clean by m50d · · Score: 2, Insightful

    That's how you tell. Look at the way the light's coming down in the winning entry - absolutely uniform. Natural light is never that good. The water in the sixth-placed entry is amazing - but it's ruined by the sails. They're far too clean, and those crisp shadows look nothing like reality. I'm sure it wouldn't be too hard to add randomness to make pure digital textures look real, but at the moment they don't.

    --
    I am trolling
    1. Re:It's all too clean by brianmf · · Score: 5, Funny

      The light is the only unusual thing you noticed about the first entry?

      I'd say the big dinosaur is a further tip-off that is is not real!

    2. Re:It's all too clean by Greyfox · · Score: 1

      Yah, and you get no blurring in a lot of the scenes either -- everything's in focus whether it's near in the frame or far in the frame. Still, it's getting harder and harder to tell a lot of these rendered scenes from actual photos when they're not using surreal content. I bet they don't take nearly as long to render as they used to on the ol' 386, either.

      --

      I'm trying to teach myself to set people on fire with my mind... Is it hot in here?

    3. Re:It's all too clean by ballpoint · · Score: 3, Interesting

      Actually I do like the surreal lighting of raytraced images a lot. It imparts an abstract sense of cleanliness into the decrepit and muddy real life we all know.

      Over time raytraced images will no doubt look more natural, but I hope to still be able to see new and interesting images rendered 20th century style in the future.

      Compare the essence of a Bach fugue with the bombast of Mahler. Both have their place.

      --
      Flourescent (adj): smelling like ground wheat.
    4. Re:It's all too clean by RichardX · · Score: 2, Interesting

      actually, depth of field is really easy to do with a raytracer. Most of them can do it automatically, but even if not, all you need to do is get a depth render (render the image in greyscale, with stuff that's close to the camera being light, and stuff that's far away being dark), then use that as a mask in photoshop to apply a blur to the beauty render.

      --
      Curiosity was framed. Ignorance killed the cat.
    5. Re:It's all too clean by rpdillon · · Score: 1

      Actually, a lot of entries do use depth of field. Its pretty easy in POV, anyway.

      I thought the same about render time, but one guy mentioned in his tech notes that to render a simple blue glow on some cables (OK, so it wasn't really *that* simple, but still, nothing earth shattering), took him a MONTH running on a dedicated FreeBSD machine that was "decently powered", running at niceness -19. I was stunned. Hopefully, "decently powered" didn't mean a Pentium 133.

      Check the "Hall of Fame" for a great collection (plus screenies) of tons of really good entries.

    6. Re:It's all too clean by drsquare · · Score: 1

      I think the winning entry isn't one of the better ones. It's a very soft-focus picture, and it's easy to make things look real if you choose a vague image. I for one could make a very photorealistic computer-generated picture of pitch-black darkness, but it wouldn't mean much.

      The way these images don't look too realistic is the way everything is too smooth and perfect. The boxes and curtains etc. all look too straight. Surfaces are too smooth and shiny, even when they shouldn't be. The chair in the kitchen picture looks like a brand-new plastic chair with a wood design.

      Perhaps the results might be different if the algorithm took into account the uneven-ness of certain surfaces, i.e. that wood would have tiny grooves and lumps in, that curtains would be slightly frayed on the surface, rather than plasticy.

  18. Make movies! by rice_burners_suck · · Score: 1
    Hey, nobody said you can't write a program to create the instructions for Pov-ray out of a ridiculously complicated geometry that's made interactively...

    Pov-ray is cool, man. It'd be cool to generate a film with it. On today's computers, with a small cluster to split up the work, it shouldn't be any trouble at all.

    1. Re:Make movies! by peatbakke · · Score: 1

      Problem is, some of those images took over 10 hours to render using multiple computers. You're still looking at a serious investment in horsepower if you want to produce a 130k frame film (that's about 90 minutes) ... :)

    2. Re:Make movies! by cbr2702 · · Score: 1

      There might be some speedups when you make a large number of frames with the same objects.

      --


      This post written under Gentoo-linux with an SCO IP license.
  19. Re:The thin line between reality and digital reali by AgNO3 · · Score: 5, Informative

    You must be kidding that those look real. Those renders look like they are more like 5+ years old. Have a look at what a modern rendering looks like here. http://www.highend3d.com/artists/

    --
    OMG Ponies!!! with Glitter!!!! I miss Pink :-(
  20. Exemplified by fenodyree · · Score: 2, Insightful

    Actually, Gilles Tran work is used as an example of what a submission _should_ look like. In the first explanatory paragraph of TFA.

    Quoting:
    It can be used to generate photorealistic http://www.povcomp.com/hof/1b.html images that resemble objects in the real world, or to visualize 'virtual' objects that do not physically exist.

    1. Re:Exemplified by Ford+Prefect · · Score: 4, Informative
      Actually, Gilles Tran work is used as an example of what a submission _should_ look like. In the first explanatory paragraph of TFA.

      Plus, later in the text...
      We would like to thank our sponsors Appro, AMD, Zazzle, and Planet Mirror for making this competition possible, plus our judges Dennis Miller, Evan Hallein, David Hook, Gilles Tran, Lance Birch, and Juha ('Warp') Nieminen for taking time out of their busy schedules over the past two weeks to rank the entries.

      D'oh! Note to self: in future, read article, don't just look at pretty pictures... ;-)
      --
      Tedious Bloggy Stuff - hooray?
  21. Learn povray in 24 h by Andreas(R) · · Score: 1

    Okay, these images look extremely realistic.
    So what is the best way to learn to program povray images such as these?

    Any tutorial links? Free pdf books online? Or is the only way to "learn by doing"?

    1. Re:Learn povray in 24 h by yotto · · Score: 1

      Go to povray.org and install the program.

      Then go to help, and select pov-ray help (not windows help).

      The first few chapters are a fanTAStic tutorial.

    2. Re:Learn povray in 24 h by suitepotato · · Score: 2, Informative

      Learning by doing is the only way you can make POV-Ray work for you. While there are modellers out there which will output POV-Ray compatible script code, the best way to be good is to learn the language and write it by hand, keeping in your mind what each thing will do when it runs.

      Sort of like entering two HTML line break codes while posting here on /. when you want a clear blank line between paragraphs, it becomes second nature after a while.

      Start with the simplest sample scripts and step through each entry and compare it to the directions and manuals.

      The more you do it, the more you learn how to rationalize in your head the simpler geometric forms that comprise more complicated objects and how voids in those objects can be represented by negative structures subtracting from the remaining positive structure. A rectangular block with a chunk taken out corresponding to an intersection with a sphere creates a simple ash tray. Add a marble texture and tweak the surface properties.

      I myself put POV-Ray aside pretty much years ago when I went full-on into Caligari trueSpace. I was scripting all night until my eyes were falling out and I started to do verbal deconstructions of things in public, pointing out what simpler objects made them up. Similar to where you catch yourself thinking, "potato, instance of tuber..." after too much OOP.

      --
      If my grammar and spelling are off, I am [distracted/tired/careless] (take your pick)
    3. Re:Learn povray in 24 h by j1m+5n0w · · Score: 4, Informative

      Here is a link to the documentation. The first section is a tutorial, the second is a reference for all of the povray features.

      The language is very simple, yet includes programming language constructs like loops, variable assignment, and procedures (which can be recursive). Modelling by typing into a text file works suprising well for most things. I have two pieces of advice: 1) use graph paper for initial planning and 2) if you use the same number more than once, declare it as a variable rather than hardcoding it (it makes it easier to tweak the shape of complicated objects later).

      Povray takes much longer than 24 hours to learn to use well, but you should be able to learn to program simple scenes with a camera, a light, and some geometry in a few hours.

    4. Re:Learn povray in 24 h by digitalhermit · · Score: 2, Interesting

      Shameless plug:

      http://www.digitalhermit.com/linux/ray_tracing

      The link is to a presentation I gave to my LUG on Linux Ray Tracing. It's very basic, but (hopefully) is a good start.

    5. Re:Learn povray in 24 h by ultranova · · Score: 1

      Sort of like entering two HTML line break codes while posting here on /. when you want a clear blank line between paragraphs, it becomes second nature after a while.

      Learning by doing is fine, but it really helps to read the docs too - that way you'll know that the best way to mark paragraphs is to put the paragraph between <p> and </p> tags. This lets the browser know that the text is a paragraph and render it as the user is used to, leading to the minimum of confusion - especially if the browser happens to be a screen reader or some other weird contraption.

      I still remember with horror the time when I had to clean up a HTML table who's maker had gotten the bright idea that tables don't need rows and that you can just line everything up with line breaks. This was an especially scintillating idea since the damn thing was the price table for a local energy company, and had the services on one column and prices on another...

      The moral of the story: learn by doing, but RTFM, please !

      --

      Forget magic. Any technology distinguishable from divine power is insufficiently advanced.

    6. Re:Learn povray in 24 h by Beetle+B. · · Score: 1
      --
      Beetle B.
  22. And here I was thinking... by mcjulio · · Score: 1

    ...that this was one more step on the road to realizing the Hitchhiker movie's vision of a Point of View ray.

  23. POV? Point Of View Gun? by Fishead · · Score: 1

    For a second, I thought this was the Point Of View gun from The HHGTG movie.

    I was thinking to my self "Self, if your wife see's this, you are in BIG trouble!!!"

    Fortunately it is just some lame Persistance of Vision crap.

  24. Re:Irritation by Tablizer · · Score: 1

    Could someone take a look at some pictures of my testicles. They're very itchy, and I think it might have had something to do with rubbing them on pink insulation.

    Try pounding them with a large sledgehammer. I guarentee 100% that the itching will either stop or not be noticable if you keep on pounding. Then you can get back to your POV composition.

  25. And you try finding something interesting... by __aaclcg7560 · · Score: 1

    The word "monday" should be capitalized (e.g., "Monday"). Since it's an American holiday, maybe the rules of capitalization doesn't apply today. ;)

    1. Re:And you try finding something interesting... by VoidWraith · · Score: 1

      Apparently the rules of grammar don't apply either. :-P

    2. Re:And you try finding something interesting... by Anonymous Coward · · Score: 1, Funny
      The word "monday" should be capitalized (e.g., "Monday").

      This is Slashdot. You're lucky they spelled it right.

  26. Wow by 88NoSoup4U88 · · Score: 2, Interesting

    This image got me stunned. Looks quite real.

  27. I expect them to be more advanced than... by Zangief · · Score: 1

    The classical raytracing demo, some metal spheres in a box. I have seen so many of them...

  28. rednering contest by MichaelGospatric · · Score: 3, Interesting

    All of the images are good (especially the office), but far from photorealistic. What is keeping designers from making completely photorealistic renderings? Is it because the amount of computing power required is not practical at this time, or because they just do not know how?

    1. Re:rednering contest by Lord+Crc · · Score: 0, Flamebait

      All of the images are good (especially the office), but far from photorealistic. What is keeping designers from making completely photorealistic renderings?

      Last time I checked out POV-Ray, the evolutionary roots showed. It was never built to be a physically based ray tracer, and it shows. It certainly has become better over the years, but to really generate photorealistic images, I think you need a raytracer who was designed to be physically correct from the ground up, as this image illustrates (imho).

      However that's still not enough. Most shaders used to describe various materials, while physically "sound", are not based on direct physical simlulation. Thus the artist can't punch in some known physical values and get that right kind of blue plastic. He/she has to fiddle with a lot of parameters to make it look like the real thing.

    2. Re:rednering contest by MichaelGospatric · · Score: 1

      http://www.pbrt.org/gallery/01F12.jpg

      That's a photograph right?

    3. Re:rednering contest by MichaelGospatric · · Score: 1

      Never mind, I can see it says here that it is rendered.

    4. Re:rednering contest by Anonymous Coward · · Score: 0

      Largely because it's not a solved problem yet. The current models for how color and light refelect and interact on surfaces don't give exact representations on how things look in real life.

  29. It's the modelling required... by Phil+John · · Score: 4, Interesting

    ...to make something photorealistic you need to create extreemly high-poly models, plus you need either humungous texture files or to write a dynamic shader. All that takes lots and lots of time.

    The only thing that makes that office render not photorealistic is that a lot of the textures are too "perfect" for want of a better word. Look at the filing cabinet in the background, if this was a real office there would be lots of tiny dings and scratches. That kind of thing takes a lot of time to model.

    --
    I am NaN
    1. Re:It's the modelling required... by Anonymous Coward · · Score: 0

      Not really... POV Ray doesn't use poly's unless you're using meshes. POV using mathematical objects (spheres, isosurfaces, cubics, etc..). You can use triangle meshes, but it's just one more tool. What applies to the 3D gaming world is almost irrelevant to ray tracing.

      What makes an image photorealistic is not just the textures. It has more to do with lighting and materials. And dings are not that tough to model. You can "decay" an image, add noise, perturb the surface normals to create interesting and realistic effects. What's harder to get right are all the complex lightings (caustics, atmospheric effects).

    2. Re:It's the modelling required... by Anonymous Coward · · Score: 0

      ...to make something photorealistic you need to create extreemly high-poly models, plus you need either humungous texture files or to write a dynamic shader. All that takes lots and lots of time.

      The traditional POV-Ray method is to use CSG (constructive solid geometry) and procedural textures. (not quite the same as shaders, but a similar concept)

      Of course some things are too complicated to realistically use CSG, so you have to go for models (although isosurfaces go a long way), and using textures from photographs gets you a lot of high frequence detail very fast.

      Look at the filing cabinet in the background, if this was a real office there would be lots of tiny dings and scratches. That kind of thing takes a lot of time to model.

      Hm, sort of. With procedural textures, you need to figure out how to simulate the dings, and then make it add dings in the right regions. You don't have to go in and add each one by hand, you get randomized repetition for free. Still, this does take a good deal of work.

      OTOH, once you know how to simulate dings, you can usually do it on any object you like.

  30. PNG formats available? by Hao+Wu · · Score: 1

    JPEG is soooooo 2004. You need to sit back and blur your eyes just to hide the visual artifacts.

    --
    I suggest you read Slashdot
    1. Re:PNG formats available? by zonker · · Score: 0

      perhaps you need to go back to jpeg 2000...

  31. Interesting... by crimson30 · · Score: 1

    POV-Ray only, yet the renderings are (IMO) superior to those on IRTC. I'd think it to be the other way around, but I suppose the incentive might make a difference.

    1. Re:Interesting... by jtjin · · Score: 1

      Irrigation? ... maybe needed to keep those render farms cool :P
      I think you meant this IRTC.

      --
      No rest for the livid.
  32. Re:Please, don't disrespect Memorial Day by aslate · · Score: 0, Offtopic

    Fine, we'll disrespect the Spring Bank Holiday Monday instead.

  33. Re:The thin line between reality and digital reali by woah · · Score: 0, Troll
    Mods are stupid.

    Will this get +1 informative too?

  34. Re:The thin line between reality and digital reali by uberdave · · Score: 3, Interesting

    I don't know. I think this one is pretty good.

  35. Linux Mirror Project by ccharles · · Score: 1

    Also check out the linux mirror project.

  36. Lots of entries on IRTC use POV by joe+user+jr · · Score: 2, Informative

    But given the higher prestige and longer prep time of povcomp (irtc competitions are bi-monthly) it's not so surprising that the balance of the images have a more polished feel. On the other hand, some of the povcomp entries are recognisable versions of irtc entries. The Gilles Tran "Wet Bird", posted as an example of good tracing (yeah! It's my favourite ever raytraced image - see the link somewhere up above) was itself an irtc winner. Anyone inspired to look into POVRay by this story should take advantage of http://news.povray.org/ too. Lots of expertise available for mere politeness over there.

    --
    .sigs: Just Say No!
  37. Re:Don't care. by Anonymous Coward · · Score: 0

    indeed you are

  38. Re:rendering contest by symbolic · · Score: 4, Interesting


    I'd say a little of both.

    I read a very interesting interview quite a while ago in (I think) a Wired magazine article. The topic of discussion was the creation of realistic 3D human models. One point, if I recall, was that you have a lot of leeway as you're moving toward a realisting image, but once you cross a certain line, the absence of the most seemingly benign details will give it away.

    I think the same applies to modeling in general. Take the office image for example. The lighting is very good - if you look along the edges where the walls meet the ceiling, you'll see subtle light "spots". It's not that this is anything unique, but that they were rather well done. They're subtle - if they were missing, you might not notice at first, but I can pretty well bet that it would still register- not as something that would be readily identifiable, but something that's just "missing".

    If you look at something in real life, and you set yourself to reproduce an exact replica, you're forced to deal with the collective imperfections that make the object what it is. Suffice it to say, straight edges are rarely perfectly straight, but 3D modeling makes it exceedly easy to produce them as such. The challenge is introducing just the right amount of imperfection.

    Add in lighting - that's often something that will make or break an image. In fact, lighting is so important (imho), and getting it "right" takes a lot of time and tweaking. When you factor this into the length of time required for a good test render, you may find yourself settling for "not exactly what I want, but good enough."

    So, it's a combination of things. Even if someone had a supercomputer at their disposal, I think you'll still see a lot of work that comes close, but just slightly misses the mark for one reason or another.

  39. Re:The thin line between reality and digital reali by RichardX · · Score: 1

    There's a lot of really good work on display at www.3dtotal.com too
    Also, for anyone who's not familiar with Zbrush 2 and what it can do, the Zbrush central gallery is worth a look

    --
    Curiosity was framed. Ignorance killed the cat.
  40. Remember when... by eguaj · · Score: 3, Funny

    I remember playing with POV on my Atari 1024 STe upgraded from 1MB to 2MB (so it was a 2048 STe). Editing my scene by hand with Everest and rendering them in 80x50 with the lowest details to adjust the elements. Then, launching the final fullscreen rendering in 320x200 that could last half a day, just to get a glass ball over a heighfield rendered mountain. Then, the day I got my first PC (a P100 with 8MB) and could render those scenes in 5 minutes in 640x480 with full details, I never touched POV again...

  41. This IS News by RealityMogul · · Score: 3, Funny

    This actually is news. While the competition was from 2004, the rendering just finished yesterday.

  42. Better by Anonymous Coward · · Score: 1, Interesting

    I always liked this better http://www.irtc.org/ It has a little more than POVRay, but its MOSTLY POVRay

  43. The Grand Prize... by Anonymous Coward · · Score: 1, Funny

    A free copy of POV-Ray.

  44. Yawn? cgtalk.com by philovivero · · Score: 1

    Go to cgtalk.com. Be far more impressed.

    1. Re:Yawn? cgtalk.com by shamhead · · Score: 1

      Whats with idiots comparing these renderings visually with the kind posted on CGTALK? Surely the mayor difference is that most people who post at cgtalk are primarily artists who use reasonably simple visual tools with nice interfaces and tool palettes to create their art. Where as POVray seems to be based on coding in a lot of the geometry, lights, textures, camera, etc. Im sure alot of these renderings are very much equal in effort to the links referenced. Blah

  45. Um, well. by autopr0n · · Score: 1

    This stuff is all done with POV-Ray. Most graphic artists use other tools. And certanly some of them use fractal textures and whatnot.

    --
    autopr0n is like, down and stuff.
  46. How about this/ by autopr0n · · Score: 2, Interesting
    --
    autopr0n is like, down and stuff.
    1. Re:How about this/ by tono · · Score: 2, Informative

      Yes, it does actually, it's probably the best CG render I've seen but you can still tell it's a render instead of a photo. Why? The eyebrows and eyelashes are too blurry, you can't make out individual hairs easily. Second, the out of focus blur is too perfect, especially around his face.

      --
      cheese logs keep my wang warm at night.
  47. If only were it a holiday weekend all the time by Anonymous Coward · · Score: 0

    We'd have more stories like this and less stories that merely mention RIAA/Open Source/Linux. It'd be nice to read slashdot and go 'Cool!' everyday.

  48. The problem is they're using POV-Ray by autopr0n · · Score: 1

    Pov-ray is hardly the most-high tech software available today. Check out some of the links posted earlier like this site and in particular this artist. Its possible, but not with pov-ray (apperantly)

    --
    autopr0n is like, down and stuff.
  49. Want to be *more* impressed? by autopr0n · · Score: 1

    check this out.

    --
    autopr0n is like, down and stuff.
    1. Re:Want to be *more* impressed? by MichaelGospatric · · Score: 1

      Wow..some of that stuff actually looks real.

  50. what about this? by autopr0n · · Score: 2, Interesting
    --
    autopr0n is like, down and stuff.
    1. Re:what about this? by Breakfast+Pants · · Score: 2, Interesting

      Scroll down to where the guy produces his wireframe... that entire picture is a bunch of photographic plates, not that impressive.

      --

      --

      WHO ATE MY BREAKFAST PANTS?
  51. I was impressed by De+Lemming · · Score: 1

    by this entry, made by a 7 year old girl... (Read the description and making of.)

  52. Actually... by xRelisH · · Score: 2, Informative

    we aren't quite at the point where we can pull out every single stop on making computer generated movies.
    Some frames from the Jellyfish Scene from Finding Nemo took twelve hours per frame to render.

    A study of raytracing which simulates how light behaves on a normal scale really gives one a good idea of how many intricacies there are in our world.

  53. Re:rendering contest by jtjin · · Score: 1

    You speak of The Uncanny Valley. Although the linked article talks about emotional response to humanlike qualities, you have a point in that it can also be applied to non-human common objects; the office, for example.

    --
    No rest for the livid.
  54. How much longer before... by parrillada · · Score: 1

    ...photographic evidence is no longer trusted? Some of these pictures look so good I cannot tell if they are real or not. Is it possible that in the near future crime scene evidence etc will be untrustworthy?

    1. Re:How much longer before... by cbr2702 · · Score: 1

      And you would currently trust photographs as evidence? What with Photoshop and similar programs photographic evidence forgery has been simple for quite a while now.

      --


      This post written under Gentoo-linux with an SCO IP license.
    2. Re:How much longer before... by parrillada · · Score: 1

      But good forgery? Good enough to frame people for murder? Good enough to bribe a politician with?

    3. Re:How much longer before... by mink · · Score: 1

      I think this site works towards showing examples of that. Ignoring the killer pancakes of course.

      --
      Well I've wrestled with reality for thirty five years doctor, and I'm happy to say I finally won out over it.
  55. But what about... by ari_j · · Score: 1

    What happened to "Natalie Portman naked, petrified, and covered in hot grits"?

    1. Re:But what about... by Anonymous Coward · · Score: 0

      Natalie Portman? you can have her. Give me Lacy Chabert any day. I'd eat peanuts out of her shit!

  56. Re:The thin line between reality and digital reali by tono · · Score: 1

    except for the trees and shadows.. yeah it's good, the trees look too blurry around the leaves and the shadows the leaves aren't blurry enough

    --
    cheese logs keep my wang warm at night.
  57. Hardly. by Anonymous Coward · · Score: 0

    Sorry, but those all use post processing to make them look real. If those amateurs can make similar looking stuff without Photoshop then get back to us, until then ... **yawn**.

  58. Radiosity and Subsurface Scattering! by Sebastian+Jansson · · Score: 1

    One thing I've learnde really matters is radiosity, practically no image without it can ever lock real, with exception of special cases like solarsystems and stuff. But the problem is that radiosity takes time to render, and often it aren't perfectly implemented in the renderer either.

    But when it comes to faces only radiosity doesn't cut it, they also need Subsurface Scattering and that's even more time consuming than radiosity.

    Note that both those techniques can sometimes be faked, but that often onvolves lots of manual tweaking on the behalf of the artist, it's often a balance between computer time and human time.

  59. Recursive macros in POV-Ray by MillionthMonkey · · Score: 1

    I was playing with POV-Ray macros a while back and came up with this example of a fractal using recursion, which is a trivial thing to do. POV-Ray has a fairly simpleminded macro system where the preprocessor keeps running, pass after pass, replacing all occurrences of any macro with its inlined definition, until no more macros (aside from their declarations) appear in the output. So you can easily create structures that replicate themselves at smaller scales.

    The "FRACTAL" macro here references itself with a lower "order" variable each time, until zero is reached. It ends up rendering a huge scene with 4687 sphere primitives arranged so that each sphere has six (or more normally, five) smaller spheres attached to it, until you get to the tiniest (order==0) spheres. The resulting shape is a "spongy" octahedron that meets the definition of a fractal (at least until you reach the scale of the smallest spheres).

    If you raise HIGHEST_ORDER, the load on the raytracer increases exponentially as the preprocessor produces more scene objects. (The "relationToParent" variable and the six "if" statements testing for it are there to control the exponential object explosion during preprocessing; without them, starting from order==5, the final number of spheres goes up to 9331 from 4687, as invisible/embedded spheres are included, and the rendering time for more complex scenes rises more quickly.)

    You can make a Sierpinski gasket this way too. Recursive macros were also used in this image to render trees, albeit at a distance.

    #include "colors.inc"
    #declare SCALING_FACTOR = 0.50;
    #declare DISPLACEMENT = 1.0 + SCALING_FACTOR;
    #declare HIGHEST_ORDER = 5;
    #declare NO_ORIGIN = 0;
    #declare POS_X = 1;
    #declare NEG_X = 2;
    #declare POS_Y = 3;
    #declare NEG_Y = 4;
    #declare POS_Z = 5;
    #declare NEG_Z = 6;
    #macro FRACTAL (order, relationToParent)
    #if (order)
    union {
    sphere {<0,0,0>, 1 TEXTURE(order)}
    #if (relationToParent != NEG_X)
    object {FRACTAL(order-1, POS_X) scale SCALING_FACTOR translate DISPLACEMENT * x}
    #end
    #if (relationToParent != POS_X)
    object {FRACTAL(order-1, NEG_X) scale SCALING_FACTOR translate -DISPLACEMENT * x}
    #end
    #if (relationToParent != NEG_Y)
    object {FRACTAL(order-1, POS_Y) scale SCALING_FACTOR translate DISPLACEMENT * y}
    #end
    #if (relationToParent != POS_Y)
    object {FRACTAL(order-1, NEG_Y) scale SCALING_FACTOR translate -DISPLACEMENT * y}
    #end
    #if (relationToParent != NEG_Z)
    object {FRACTAL(order-1, POS_Z) scale SCALING_FACTOR translate DISPLACEMENT * z}
    #end
    #if (relationToParent != POS_Z)
    object {FRACTAL(order-1, NEG_Z) scale SCALING_FACTOR translate -DISPLACEMENT * z}
    #end
    }
    #else //the order==0 case
    sphere {<0,0,0>, 1 TEXTURE(order)}
    #end
    #end
    #macro TEXTURE (order)
    texture {
    pigment { rgb (<1, 1, 1> * (1-(order/(1+HIGHEST_ORDER)))) }
    finish {ambient 0.3 diffuse 0.7 phong 1 phong_size 80 brilliance 2}
    }
    #end

    //camera {location <-0.15, 0.2, -3.5> look_at <-0.6, 0.2, 1>}
    camera {location <-1, -1, -6> up <0, 1, 0> right <4/3, 0, 0> look_at <0, 0, 1>}
    //camera {location <0.0, 0.0, -4.3> up <0, 1, 0> right <4/3, 0, 0> look_at <0, 0, 1> rotate <0, 0, 45>}
    light_source {<10, 12, -15> color White}
    light_source {<0, 20,0> color White}
    light_source {<-4,-5,-8> color White}
    background{color MidnightBlue}
    FRACTAL(HIGHEST_ORDER, NO_ORIGIN)

  60. Re:The thin line between reality and digital reali by bcmm · · Score: 1

    The same, but at 20 FPS instead of 0.0001 FPS?

    Cool.

    --
    # cat /dev/mem | strings | grep -i llama
    Damn, my RAM is full of llamas.
  61. Re:The thin line between reality and digital reali by bcmm · · Score: 1

    Your saying this doesn't look real?

    --
    # cat /dev/mem | strings | grep -i llama
    Damn, my RAM is full of llamas.
  62. Re:rendering contest by root_42 · · Score: 1

    I think the same applies to modeling in general. Take the office image for example. The lighting is very good - if you look along the edges where the walls meet the ceiling, you'll see subtle light "spots". It's not that this is anything unique, but that they were rather well done.

    I might be wrong, but I guess this might be due to the "radiosity" feature of povray. PoV does not use the classical radiosity approach, but a distribuion raytracer with an irradiance cache. These dark specks result from incorrect interpolation of the irradiance samples. So though they might look good, they are not correct, just plausible.

    --
    [--- PGP key and more on http://www.root42.de ---]
  63. Re:The thin line between reality and digital reali by ignorant_coward · · Score: 1


    Uh, the POV Ray finalists look as good as any of the ones at the site you linked to. The 'modern renderings' look very much like a high-end video game: a little too crisp here, a little too plastic looking there, etc.

  64. Re:The thin line between reality and digital reali by uberdave · · Score: 1

    What the devil are you talking about? There are no trees, leaves, nor shadows of leaves in the picture I linked to. It is a picture of two guys and a car.

  65. Re:The thin line between reality and digital reali by AgNO3 · · Score: 1

    Umm YES I AM. All the metal should be acting as a light source and the reflection on the back cabnet should also be radiating light. Its a good render for ray tracer but RAY TRACING IS OLD. Radiosity and stocastic renders are much higher quality then this.

    --
    OMG Ponies!!! with Glitter!!!! I miss Pink :-(
  66. Re:The thin line between reality and digital reali by Anonymous Coward · · Score: 0

    Come on! That completely sucks. It doesn't look real. Maybe this is your first time looking at computer generated images?

    POV-Ray's output looks incredibly dated.

    pffft...

  67. Re:The thin line between reality and digital reali by Anonymous Coward · · Score: 0

    Of course it is not real! There's no cereal by that name! Jeesh!

  68. Re:The thin line between reality and digital reali by Anonymous Coward · · Score: 0
    Its a good render for ray tracer but RAY TRACING IS OLD. Radiosity and stocastic renders are much higher quality then this.
    This image was rendered with radiosity, you twit.
  69. Re:The thin line between reality and digital reali by tono · · Score: 1

    sorry wrong post.. that one has its own problems though. the depth of field is very not right around his face too perfectly blurred.

    --
    cheese logs keep my wang warm at night.
  70. Re:The thin line between reality and digital reali by Anonymous Coward · · Score: 0

    All the metal should be acting as a light source and the reflection on the back cabnet should also be radiating light. Its a good render for ray tracer but RAY TRACING IS OLD. Radiosity and stocastic renders are much higher quality then this.

    Well, that scene doesn't look to be using photons, hence the lack of caustics. POV-Ray can do that though, it just takes a long time. (see the shadow of the bottle in the "blind mice" entry; the "peek-a-blocks" also have excellent caustics) Would it really have added that much to this image? Eh, it's quite good as it is.

    Radiosity, well, if you'd read the notes with the image, it's obvious that that is used. Furthermore, the lighting would be very difficult to achieve otherwise, esp. in places like above the cupboards or under the sink.

  71. Re:The thin line between reality and digital reali by jackbird · · Score: 1
    All the metal should be acting as a light source...

    No need to go that deep - look at the stuff on the fridge. Besides, there's not enough slight bends, dings, unevenness or wear on any of the surfaces. For a rendering of a sleek new kitchen you can get away with that, but look at how the vent hood, tile grout, and table have never seen a speck of food, water, or abrasion.

    That having been said, it's damn impressive for the constraints POVRay users labor under. But photoreal? No way. Hardly anything that hasn't seen a lot of 2D post work is, regardless of the package, renderer, or artist.

  72. Re:The thin line between reality and digital reali by Anonymous Coward · · Score: 0

    Yup. Someone entered a snap I took on my digicam and it won first place!

  73. Re:The thin line between reality and digital reali by Anonymous Coward · · Score: 0

    WTF are you smoking? There's nothing at "High End 3D" that looks more real than the this.

    You can turn out crap with POV-Ray, Maya, Mental Ray, or ANY tool, and High End 3D proves it.

  74. Re:The thin line between reality and digital reali by CarpetShark · · Score: 1

    Hmm, that image says it's done with Maya and Photoshop, but doesn't give any details of how it was done. The background doors could have been done in Maya, with everything else based on manipulated photos.

  75. Re:The thin line between reality and digital reali by KFury · · Score: 1

    It's funny how even the best artists love hats because hair is the hardest thing to get right.

  76. Re:The thin line between reality and digital reali by Anonymous Coward · · Score: 0

    You're kidding, right? Those renders look like crap compared to what else is out there. POVRay might be a neat toy but it doesn't stand up to professional grade products like Maya, Lightwave, Poser or even Terragen.

  77. Re:The thin line between reality and digital reali by AgNO3 · · Score: 1

    I never said it was not good. I responded to someone who thinks povray is state of the art and its not. Its a ray tracer. All state of the art renderers use some form of Radiosity now. http://en.wikipedia.org/wiki/Radiosity and even radiosity is OLD NEWS. There is a siggraph paper on it from 1993 http://www.siggraph.org/education/materials/HyperG raph/radiosity/radiosity.htm Strata Studio pro version 2 from 1994 included a radiosity renderer. It took days to render a screen res file but it had it. I am not knocking the work or the quality of of the renders. I am saying that its not state of the art like the original poster thinks. He does not need to wait 5 years for far superior rendering. Its here. Global Illumination (aka Radiosity) Is just plain better rendering technique. Its still Slow, but thats what you get when instead of measuring 1 segment of light from light source to object you decide to measure say 5-500 segments of that light. Source to object, difusion off of object to next object, repeat, repeatl repeat, and ever difusion adds a non finite amout of additional rays. Well guess what It looks more like real life.

    --
    OMG Ponies!!! with Glitter!!!! I miss Pink :-(
  78. Re:The thin line between reality and digital reali by Anonymous Coward · · Score: 0

    POV-Ray has included Radiosity for years, and most of the top-ranked images used POV-Ray's radiosity, which you would know if you looked at the artist's scene comments. STFU and RTFA.

  79. Re:The thin line between reality and digital reali by Infinityis · · Score: 1

    In that first image, "road", you can see the reflection of a truck or some other vehicle in the front fender...given the position of the car on the road, I'd say it's about to crash, no?

  80. Re:The thin line between reality and digital reali by jackbird · · Score: 1
    Well, radiosity is really a particular implementation of the concept of global illumination, with photon mapping, ambient occlusion, and other techniques being more in vogue these days.

    However, saying that raytracing is old news isn't really accurate as a blanket statement - most of those GI techniques involve tracing rays, and no newer tech for rendering reflections and refractions has come along. Mental Ray is a raytracer, for example.

    Global illumination also isn't a panacea - having light behave in "real" (ahem) ways still means you need good lighting skills and software workarounds, and often the same effects can be achieved with much shorter render times by a skilled artist.

    I find blurry reflection and refraction to be much more important for selling a scene than automatic bounced lighting - those of us who predate desktop GI with reasonable render times tend not to rely on it as much. Still, ILM used GI for the digital baby shots in Lemony Snicket, and it looked fantastic, so maybe that's where the tech is going all-out in a generation or two.

  81. Re:The thin line between reality and digital reali by Anonymous Coward · · Score: 0

    You are aware I hope that this particular render uses global illumination (I'm not calling it radiosity since this seems to mean different things to different people anyway) and stochastic rendering (Monte Carlo tracing to be precise).

  82. Re:The thin line between reality and digital reali by Anonymous Coward · · Score: 0

    Umm. You do realize how much time Radiosity, Photons and all the rest of that stuff takes right? Probably not, since your 'modern' ones all cheat even when doing that. And for your information:

    Povray's most recent features - Isosurfaces, Radiosity and Photons. A mess of new dispersion settings and other tricks for interiors and media and other additions.

    And the latest version is being completely redone to support dual core processors and systems with multiple processors. However, radiosity and photons take a 'lot' of time to render, so without the graphics card cheats that your so called 'modern' programs use, it would exceed the time limit of the competition. Most of the stuff on the sites you talk about the designers had effectively unlimited time. 4.0 is going to be more than a hack to support processors though, but a complete rewrite of much of the code to optimize all the 'old' stuff you complain about. There are not many really astounding POVRay artists. This is one:

    http://www.oyonale.com/histoire/english/index.htm

    His 'family' image (2003 images), both the night and day version are insane with details and he even made a panarama of it you can look around in. In fact, a lot have 360 degree panaramas and I am sure you can find something that uses radiosity and photons too. A lot of his 2004 ones seem to be using some sort of experimental stuff. The thumbnails look a lot worse than the full images. Look like he was experimenting with complex textures and stuff, including some photon effects in one ocean based one, but the 2003 ones are definitely worth a look, as are his earlier works.

    Another posted one recently on the forums that the only issue anyone could come up with was that the clouds looked somehow off. It literally looked to me like someone took a picture of clouds, then cut out a photo, only to paste that over top of the cloud picture. Unfortunately the version on his website when I last checked was an earlier work in progress of it.

    Point being that trying to use a competition site as an example is rediculous. As is assuming that algorythms designed to mimic real physics must be inferior to ones that use various non-physics based tricks to do the same job.

  83. Re:The thin line between reality and digital reali by Anonymous Coward · · Score: 0

    Those images you linked look like garbage. There is NO WAY that POVRay can compare to professional products like Maya, else they'd be using it for films and games.