Author Topic: Sphere Flake with raytracing  (Read 270 times)

caballero

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Sphere Flake with raytracing
« on: September 18, 2017, 12:03:00 AM »
I'm just working on this subject. The app run slowly for now, so just the image.
« Last Edit: September 18, 2017, 02:24:11 AM by caballero »
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caballero

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Re: Sphere Flake with raytracing
« Reply #1 on: September 18, 2017, 12:12:50 AM »
The same with a level of depth more
« Last Edit: September 18, 2017, 02:24:25 AM by caballero »
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hutch--

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Re: Sphere Flake with raytracing
« Reply #2 on: September 18, 2017, 12:59:02 AM »
caballero

Just don't fill the place with a large collection of images, they take up a lot of server space over time.
hutch at movsd dot com
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caballero

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Re: Sphere Flake with raytracing
« Reply #3 on: September 18, 2017, 01:05:31 AM »
Ok, you may remove them when you want :t
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caballero

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Re: Sphere Flake with raytracing
« Reply #4 on: November 03, 2017, 12:50:56 AM »
Hello. This is a basic stage, so everything works in the first plane, no extra threads of execution. Thus, if you use some heavy behaviours like "a-antialiasing" or "d-depth of field" it can take a long to complete and the program won't respond until finished. Each key you use activates one behaviour, this key again deactivates it.

Each behaviour activated and every extra level of the sphere flake involve more time consuming. Nevertheless with one light it could be rasonably fast.

I would suggest use the "4" key to reach the fourth level of the sphere flake and hit twice the "L" to turn on three lights (maybe it is best viewed with three lights that with only one), maybe then "r" for reflects.

These are the keys what you can interact with the program:
- a/A. Antialiasing
- d/D. Depth of field
- r/R. Reflection
- l/L. Increase the number of lights (max=3)
- k/K. Decrease the number of lights (min=1)
- 1,2,3,4. The level of iterations for the sphere flake
« Last Edit: November 05, 2017, 04:31:01 AM by caballero »
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felipe

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Re: Sphere Flake with raytracing
« Reply #5 on: November 03, 2017, 03:11:56 AM »
Didn't work to well in my computer.  :icon_exclaim:

 :t
Felipe.

caballero

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Re: Sphere Flake with raytracing
« Reply #6 on: November 03, 2017, 03:32:21 AM »
Ops, what has happened?
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mabdelouahab

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Re: Sphere Flake with raytracing
« Reply #7 on: November 03, 2017, 06:16:53 AM »
Didn't work to well in my computer.  :icon_exclaim:
The same happened to me

felipe

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Re: Sphere Flake with raytracing
« Reply #8 on: November 03, 2017, 11:40:37 AM »
It hangs and windows has to terminate the program.
Felipe.

HSE

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Re: Sphere Flake with raytracing
« Reply #9 on: November 04, 2017, 12:06:05 PM »
Hi Alfonso!

The image look very well. Perhaps some problem in the loop of events (keys).

r/R is duplicated for diferent thing in your explanation.

caballero

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Re: Sphere Flake with raytracing
« Reply #10 on: November 04, 2017, 08:40:42 PM »
Hi Horacio. k/K for decrease the number of lights (the second r). It works fine in my W7 and WXP. Maybe the problem is because all the execution is in first plane, don't use threads. Some works takes a long and it is needed to wait a bit.

Thank you for report it:t
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HSE

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Re: Sphere Flake with raytracing
« Reply #11 on: November 05, 2017, 02:40:08 AM »
 :t
An idea is: put the name of the process ("increasing ligths", etc) in the title bar and remove when completed. We aren't very good waiting.

caballero

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Re: Sphere Flake with raytracing
« Reply #12 on: November 05, 2017, 04:05:38 AM »
Well, this is what a basic stage is for. Each behaviour activated means more time consuming (for example "a" activates antialiasing, "a" again deactivates it). With one light and no other adding is reasonably fast. Each level in the sphere flake add many more spheres which involves more calculations to find the impacts of the light rays with them. Maybe it is best viewed with three focus of light (three "L"). It is specially slow the use of "a-antialiasing" or "d-depth of field". Each time you choose an option everything is built again, what could be surely improved.

Thank you :t
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