Subdivision + displacement test

General questions about Indigo, the scene format, rendering etc...
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drBouvierLeduc
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Post by drBouvierLeduc » Fri May 16, 2008 4:17 am

edit : Damn, too slow at typing

Yeah, in the modifier you have to enable that option manually ("backface culling"), depending if you have glass materials or not.
So I guess in Indigo you would need to have some automatic checkup to see if the mat is transparent or not before applying bakface culling.
But I think we can live without backface culling !
Keep up the good work.

BbB
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Post by BbB » Fri May 16, 2008 4:39 am

Mmmh, another completely non-educated comment from me. But as someone who needs to render at pretty high resolution, I'm a bit wary of solutions that mean more memory consumption and even slower render times.
The exhibitionist bathroom I posted earlier was rendered with a width of 1,600 pixel (as opposed to the 2,400 pixels I use normally). Even so, it crashed Indigo on my 32 bit systems and needed Indigo 64 bits and 4gig of RAM to render. And it was still far from clean after 20 hours.

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OnoSendai
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Post by OnoSendai » Fri May 16, 2008 4:55 am

Yeah.. I'm hearing you BbB.
It's possible it may be 5 years too early for such a technique.
perhaps I need to wait until we all have > 32 cores and 16 GB RAM or whatever :)

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PureSpider
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Post by PureSpider » Fri May 16, 2008 4:58 am

OnoSendai wrote:perhaps I need to wait until we all have > 32 cores and 16 GB RAM or whatever :)
Don't... just don't

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OnoSendai
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Post by OnoSendai » Fri May 16, 2008 5:09 am

After further convergence...

You can see a little bit of 'triangle facet aliasing' around the highlight on the sphere, but it's not too bad. And this was using ~300,000 tris, using something like 150 to 200 MB memory for the Indigo process.

Render speed is also tolerable. (> 200K samples/sec)

I think the worst case for a complete micro poly approach would be highly specular reflections from high curvature surfaces, like chromed taps or something like that. IN that case the triangles would have to be significantly smaller than 1 pixel, otherwise the mesh is going to look like a disco ball :)

EDIT: and unfortunately picking out the highlight for some kind of adaptive subdivision is impossible (in general) before the render takes place :)
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dougal2
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Post by dougal2 » Fri May 16, 2008 5:43 am

Looking pretty good! I can't wait to play with this!

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Kram1032
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Post by Kram1032 » Fri May 16, 2008 7:37 am

great improvement so far :D

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Post by alex22 » Fri May 16, 2008 8:09 am

The problem you have looks somehow like the ones of realtime terrain renderers (like crysis too). There the triangle density depends on the distance to the camera and the jagginess of the terrain. Would be cool if you could build in such dependencies. Also it would be cool if the subdivision algo could cut irregular, too long triangles in two pieces to make the whole geometry more regular, instead of cutting every triangle the same.
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manitwo
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Post by manitwo » Fri May 16, 2008 9:11 am

OnoSendai wrote:I think the worst case for a complete micro poly approach would be highly specular reflections from high curvature surfaces, like chromed taps or something like that.
just curious: what about subdivision -> displacement -> subdivision ?

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CTZn
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Post by CTZn » Fri May 16, 2008 11:05 am

If can be adaptative (it is already, nice one) and dynamic (I mean wich can cope with variables amount of available memory (full REYES, to say)), yes*, or stick with shading normals. wehrk...

* One hundred times
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CTZn
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Post by CTZn » Fri May 16, 2008 11:35 am

An example of dynamic data management, even thought I never heard about this one before. That's an dramatic case of management to me, single computer user.
This work effectively tackles issues related to load balancing and memory allocation by a master-slave paradigm
And if you where tempted to ask, no I haven't suscribed to their service :?
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OnoSendai
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Post by OnoSendai » Mon May 19, 2008 1:48 am

This image uses Perlin noise of a single frequency as the displacement map:
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OnoSendai
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Post by OnoSendai » Mon May 19, 2008 1:50 am

And this one uses Fractal Brownian Motion (FBM) noise.
Makes a pretty good asteroid generator, I think :)
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Kosmokrator
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Post by Kosmokrator » Mon May 19, 2008 1:57 am

niiiiiiiiiiiiice!!!!
keep it up man...
we waiting for some test version soon!
1)Core i7 965XE stock CLOCK ,PSU:CHIEFTEC 850W
M/B ASUS P6T DELUXE,WATERCOOLING ZALMAN RESERATOR 2
MEMORY:6GB CORRSAIR @1600,Ati HD 4870x2,
MONITOR:LG 1950SQ,CASE:THERMALTAKE SOPRANO

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drBouvierLeduc
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Post by drBouvierLeduc » Mon May 19, 2008 2:09 am

Yeah : test version !

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