CompuServe Thread

#Radiosity

41 messages in this thread
#129390From: LEE STEELOct 17, 1994 9:00 AM
I was just flipping through this book titled RADIOSITY A Programmers Perspective, by Ian Ashdown. Is radiosity somthing incorporated in 3DS now? If not is this somthing you've looked at? -Lee
#129394From: Yost GroupOct 17, 1994 9:52 AM
Radiosity isn't incorporated into any of the production scanline renderers, including 3DS. – G
#129451From: LEE STEELOct 17, 1994 3:27 PM
Thanx for the response. Just curious thats all.
#129416From: ROBERT RITGEROct 17, 1994 11:09 AM
Lee: Radiosity is incorporated in the Lightscape software package. Grip a copy of the June 1994 Computer Graphics World. Bob
#129452From: LEE STEELOct 17, 1994 3:27 PM
Thanx for the response. I'm not about to learn another new package. I'll just sit back and wait for Gary to decide wether or not this is worthy. In the mean time I have more than enough to keep me buisy just trying to keep up. -Lee
#129423From: Daniel ErikssonOct 17, 1994 12:35 PM
Hi Lee, Sorry jumping in like this. Radiosity is a big dream, and I beleave it will take years until the computers are ready to handle it (To day it will only work with stills on SGI and HP). But you can come pretty far with a lot of spots simulating nondirect light in 3D Studio. I've spent almost a year experimenting with diffrent light settings and know it is showing results. Just a thought Daniel Eriksson (SED media)
#129426From: ROBERT RITGEROct 17, 1994 12:47 PM
Daniel: /_____________From your message_____________\\ Radiosity is a big dream, and I beleave it will take years until the computers are ready to handle it (To day it will only work with stills on SGI and HP). _______________________________________________ Radiosity is here, its available in the software package Lightscape. This is a realtime animation and rendering package. Animation is just a series of still images as you know. The only version I have seen of this package was on an SGI, however, I've heard that an NT version is in the works. I'm doing what I can to confirm this. Radiosity based renderings may be within our reach quite soon. Bob
#129561From: Daniel ErikssonOct 18, 1994 3:11 AM
// Radiosity is here, its available in the software package Lightscape. This is a // realtime animation and rendering package. Animation is just a series of still // images as you know. Hi Robert, What I meant with stills was that Radiosity rendering is so time consuming that you don't have time and money to use it in an animation for a projekt. // The only version I have seen of this package was on an SGI, however, I've // heard that an NT version is in the works. I'm doing what I can to confirm this. // Radiosity based renderings may be within our reach quite soon. Sounds wonderful, P90 is not far behind SGI Indy so its about time we can do it to. Daniel
#129586From: ROBERT RITGEROct 18, 1994 8:22 AM
Daniel: As far as speed of rendering, Lightscape was lightning quick in the demos I saw. There was about 2 minutes of number crunching for a particular lighting model (a conference room with about a dozen light sources) then all rendered views were updated in seconds for a virtual interactive environment for studying new materials and colors within that lighting model. For architecture this method of interaction looked like a bonafide tool. I'd love to sit a client down and make some choices on the fly knowing that the actual built version will yeild no surprises. My personal view is that this type of design environment would be a lot of fun to use as well. Bob
#129590From: SyndesisOct 18, 1994 8:47 AM
Doesn't Lightscape depend on a bunch of expensive proprietary rendering hardware?
#129597From: ROBERT RITGEROct 18, 1994 9:07 AM
John: As I previously mentioned Lightscape is currently only available for an SGI box. Additional hardware can only help, such as a graphics accelerator. Unless you know something they haven't mentioned, there is no need for any proprietary hardware at all. The company is planning an NT version but they are months away from anything. Bob
#129694From: SyndesisOct 18, 1994 2:07 PM
I must be thinking of a different, PC-based plus-special-hardware, real-time viewing with radiosity system. 🙂
#129440From: ROBERT RITGEROct 17, 1994 2:07 PM
Daniel: Just got off the phone with Lightscape. SGI is all they have to offer now, yet they are planning an NT port. It is months away. The program can import dxf and .obj files with materials already defined. It outputs an SGI frame format but includes a .tga converter. Its currently packaged with the SGI INDY for about $25,000 including software and hardware. Too rich for me right now, but if they pull through with an NT version I've only gotta buy the software. Bob
#129453From: LEE STEELOct 17, 1994 3:27 PM
Thanx Dan.
#129482From: David J. MarksOct 17, 1994 5:36 PM
>> Is radiosity somthing incorporated in 3DS now? Lee, I believe radiosity is a common feature of raytraced renderers. Inside 3DS briefly covers some ideas on simulating radiosity within 3DS. – Dave
#129507From: John TissavaryOct 17, 1994 9:13 PM
Actually, radiosity rendering is not commonly found in raytracers. From what I understand (surely not enough <g>) the lighting model ups the ante one step further than raytracing in that it not only calculates how light bounces from one surface to another (reflections), but also how one "lit" surface will illuminate another in the vicinity. If you've got a desklamp that throws a fairly tight spot of light, take a piece of white paper and angle the beam of light to a dark area of your desk – that's what radiosity rendering models. I'm sure there's more to it than I explained, but I think that's the central gist of it. John Tissavary | LUNA cie, inc
#129642From: David J. MarksOct 18, 1994 11:13 AM
>> not commonly found in raytracers I stand corrected. Thanks John. BTW, how's it going? Over two months have passed since Siggraph, and we haven't chatted much. Last time we talked, you were looking into trying some additional software and hardware. How did all that work out? I'd love to hear your impressions of the "other" stuff. Also, tell your dad that Karen and I said "Hello". – Dave
#129649From: ALAN IGLESIASOct 18, 1994 11:21 AM
>>Actually, radiosity rendering is not commonly found in raytracers<< Excellent point, John, and the primary reason why many of the RT scenes I have seen lately look hopelessly flat. I was recently visiting a large game company in LA, whose Mac-based 3D group were "busily" waiting around for a bunch of PowerMacs to RT 3D scenes for their games. After looking at some of the finished examples in which the foreground and backround lacked any sort of depth, I asked how many light sources were used in the scene. "Oh, we only use one light for raytracing", the art director said. "The renderer does all the work in this program, not like those nasty scanline-based renderers where you've gotta simulate ambient light all the time. And besides, the more lights you add, the longer it takes to render, you know." I just said "Uh, yeah, um, looks real nice…"<g> Poor guy had no clue. The bottom line is that, until Radiosity is a viable function for desktop systems (Next year? Tomorrow? I really don't know), part of the Art of 3D scene creation (for many of us) is gonna be creative lighting techniques that give the illusion of light and the way it disperses itself in any given situation. I'm sure you know this well from your lighting backround; how you can create depth in any scene with a nice lighting set-up. 3DS gives us many ways to simulate ambient and direct light, and therefore makes it possible to get great depth in 3D scenes with very short rendering times. And this is one of the definitions of a production-oriented system, IMHO. -Alan
#129740From: Glenn J MelenhorstOct 18, 1994 5:31 PM
Alan, Very well said about creative lighting. Oh for a digi-glove so I could pat youon the back. Glenn Zephyr.
#129791From: ALAN IGLESIASOct 18, 1994 9:34 PM
Hey, Glenn, thanks much. Consider your virtual pat on the back received and appreciated. -Alan
#129776From: John TissavaryOct 18, 1994 9:10 PM
I agree 100%. I've got "another" animation package that has both scanline and raytracing render engines, and I've only used the raytracer once. On the current project I'm rendering (1hr per frame, aaarrrrgggghhhh!) the scanline renderer looks waaaay better than the raytracer because I can control where the reflections are and get a less busy, softer look. Of course when one wants neat stuff like totally realistic chromatic abberration, jitter, and bending, then raytracing is the way to go. But I can't afford the render times except for stills. John Tissavary | LUNA cie, inc
#129796From: ALAN IGLESIASOct 18, 1994 10:11 PM
>>1 hour per frame<<< Ooooff! That hurts! I hope there is a way to give us selective refractions and reflections on a by-material basis that minimizes the RT rendering time hit. That would be totally cool, eh? -Alan PS -Enjoyed your MAX article in CGW today. Nice work!
#129828From: Michael BassierOct 19, 1994 3:07 AM
Hi Alan! You should take a look at RayMan. You can raytrace objects (or regions) and put them together with your scanline image via alpha channel. Michael
#129895From: ALAN IGLESIASOct 19, 1994 11:54 AM
Hi Michael, He-He, I figured you would show up in this thread sooner or later.<g> Um, I would've been glad to take a look at RayMan, but no one has offered to send me an eval as of yet. I'd bet the San Diego 3DS User's Group (I coordinate the meetings) would be pretty interested in seeing the program! So, if you'd like to shoot me a copy, let me know and I'll Email you my address. It would sure be interesting to see just what RayMan will do and how long it takes to do it! -Alan
#130100From: Michael BassierOct 20, 1994 3:32 AM
Hi Alan! Yes, I watched the thread from the first message <g>. But I think I can not jump in every thread to say that RayMan can (or will can) this or that better than you can imagine. It doesn`t matter wether it`s true or not, everyone will think that I`m a marketing man. I`m not. First of all I`m a 3DS user which makes graphics and animations to live. But the first version of RayMan helps you really much to get a simulated radiosity. Sorry, I can`t send you a demo version (because we have no special demo versions) at this time. Maybe one of our beta tester is part of the San Diego 3DS User Group. If so, the beta tester can contact me via e-mail and I free him from the NDA. Then he can tell you about his experiences with RayMan. This might help you until you can buy one version. BTW: I was in San Diego last year. I went from Newport Beach (greetings to our Joint Venture Partner Greg Pyros <g>) to Mexico. I remember it was very very hot. I got a sunburn I won`t forget. How can you work when it`s so hot??? I would be on the beach every hour of the day… Michael Michael
#130141From: ALAN IGLESIASOct 20, 1994 9:47 AM
I'm sorry you cannot part with a beta copy for me to show at the meeting, Michael. No RM beta testers down here that I know of. And I probably won't be buying it unless my work justifies it — and it doesn't look like it's gonna….oh, well. San Diego can get pretty hot, but stays relatively dry, humidity-wise. When it gets *real* hot, I simply run the AC, but this is usually only for short intervals. In Rhode Island, where I used to live, I had to run the AC *every day* in the summer, June to September. Overall, the weather here (for me at least) is as good as it gets. -Alan
#130518From: Oct 21, 1994 7:35 PM
Michael: Greetings to you, too! Do you have any trips planned to the US in the near future? Greg Pyros
#130584From: Michael BassierOct 22, 1994 9:59 AM
Greg: Yes, I might come to the USA this year. We plan to make a RayMan introduction to the USA dealer. I think we should teach the dealer to use RayMan because a professional product need professional support. We`re just waiting for a dealer who invents us… Michael
#129519From: Chris JohnstonOct 17, 1994 9:52 PM
Actually, radiosity is not usually part of a raytracer. Raytracers do a really good job on specular reflections and refraction, but not a very good job on diffuse reflections. In a raytraced image of an office, for instance, you end up with intense shadows under desks and shelves – any place that isn't in a direct line of sight of a light source. Radiosity will handle those diffuse reflections, but dosen't handle specular reflections or refraction well. An advantage of raytracing is that you calculate the image by tracing pixels back from the screen to the light sources, so you spend most of your time handling things that you can actually see – you don' end up tracing the majority of rays that never reach the screen. The disadvantage is that you have to recalculate whenever the camera moves. Radiosity requires that you calculate a **lot** more rays, basically calculating all of the light bouncing around the geometry even though you don't see most of it. The advantage is you only calculate it once and the solution holds wherever you move the camera. Chris – Chris Johnston, Written 18-Oct-1994 @ 22:47:21 Using: Windows NavCIS PRO 1.25
#129643From: David J. MarksOct 18, 1994 11:13 AM
>> Radiosity Thanks for the clarification. – Dave
#129989From: Chris JohnstonOct 19, 1994 7:44 PM
Sure. I hope it helps. I've been interested in radiosity for a while, but it looks like it is still too expensive ((in terms of computation time) for general purpose work. Chris – Chris Johnston, Written 20-Oct-1994 @ 20:37:42 Using: Windows NavCIS PRO 1.25
#129572From: Michael BassierOct 18, 1994 5:30 AM
You can simulate radiosity with 3DS. There are some tips in different books (for e.g. Inside 3DS). RayMan 2.0 (the 3DS raytracer engine) will have a combined z-buffer/raytracer with radiosity. Until this release you can buy the first one wich have some possibilitys to simulate radiosity by using distributed raytracing. When you play with the ambient and diffuse color of your objects, make them a little bit reflective (about 0.1-2%) and make the reflection blurry (try a angle>2.0). This will simulate radiosity as good as you can without real radiosity. BTW: there is a rule that says radiosity is more than 10 times slower than raytracing. I wouldn`t try that on a 486/66 :-). Michael
#129592From: ROBERT RITGEROct 18, 1994 8:58 AM
Michael: What is the status of RayMan? Where can I get it? What's it cost? Based on seeing Lightscape in action I think the rule that says 'radiosity is more than 10 times slower than raytracing' is either no longer true or simply can be ignored. Lightscape's radiosity calculations were quick to the point of being completed and rendered in about 1/3 the time which I would have expected a 3DS equivalent view. There is no way, however, to ignore that it was operating on a platform which is at least 3 times more expensive. Radiosity, in an environment where nothing moves but the camera, is calculated once, is this true of raytracing as well? Bob
#129639From: JAVIER REYES MORENOOct 18, 1994 11:09 AM
Hello ! For what I know those fast Radiosity renderers are no more than gouraud rendering with a precalculated Radiosity applied to the Database that has been tesselated in very small poligons for that purpose. That means that the big off-line calculation is done once and after that almost every render could acomplish the task. Only a small detail… Neither lights nor objects can move. That is well suited for arquitectural render but not for common animation. if you move lights and-or objects time …. goes really high. That Gouraud rendering is done in near-real-time with SGI hardware but could be pretty fast with 3D Studio.
#129653From: Yost GroupOct 18, 1994 11:40 AM
Hiya Javier! It's great to see you logging into the forum from Madrid! (nice explanation of how radiosity works, as well) Say HI to Jose Maria for me…! – G
#129963From: JAVIER REYES MORENOOct 19, 1994 4:32 PM
Hello Gary! Glad to be here. This goes really fast! I posted the message yesterday (Spanish time) and today there are dozens of new messages!! this is a very populated Highway. You certainly were in the right. Cserve was a great suggestion. -Javi
#129997From: Yost GroupOct 19, 1994 8:15 PM
I'm so glad that you guys are up here. The metaballs IPAS routines that you're working on with the Schreiber folks is anxiously awaited! Plus… congratulations on winning TWO of the categories in the Autodesk Image Awards!! – G
#129754From: ROBERT RITGEROct 18, 1994 6:29 PM
Javier: I think you've got the right description for radiosity and how it works. Lightscape is a program written for and marketed to architects or animator/renderers who specialize in architectural imaging. The program has appeal to me for specifically for the reasons you cite (Camera movement only). For movement of objects and lights the calculations increase and render time goes with it. Don't get me wrong, I love swinging the doors and moving the cars around a site but I'll trade that off for realistic lighting. I'd love to see radiosity available within 3DS. Bob
#129827From: Michael BassierOct 19, 1994 2:46 AM
You can get RayMan from Schreiber Instruments or Digimation. I don`t know the price in the states but they can tell you the price and availability. Michael
#129842From: Phillip L. MillerOct 19, 1994 8:07 AM
Your admiration for radiosity effects is understandable, but it needs to be understood that while the radiosity renderings can be drop dead beautiful they do take an apreciable amount of time. In addition to what everyone has said about radiosity, you should also realize that it is usually expressed in terms of a "solution" – because energy continues to bounce throughout the scene it is never really "done" <g>. Lightscape refers to its renderings as "10 minute soultion", "2 hour solution" and even "3-day solution". Getting something on the screen IS quick, but the refinement of the image towards photorealism takes time. Now Lightwave can calculate specular reflections (somwhat unique for a radiosity renderer, & stills only I beleive) but doing so causes another radiosity pass – the reflections are bouncing their own energy, which in turn reflect in the image differently, which in turn bounces more energy….. The real knock out images take TIME, and that's on SGIs. The comment made about tesselation was also a bit understated. Ask Lightwave to toggle to "wireframe" mode, examine where the long face splinters are, toggle back to rendered mode, and examine the shading at those locations. These are areas that take time to get looking right, and you may not notice the shading differences until you shift your viewing position. But don't get me wrong <g>. Lightscape is a wonderful lighting simulator, and as I mentioned to you before, it's a bonified architectural lighting tool and any lighting designer that can get a system is indeed lucky. A 100w PAR and a 500w halogen produce the correct illumination, and you have the ability to custom make any type of real or imaginary light source. The ability to walk around the solved image is stunning. When hardware and software come together in a timely and affordable manner this rendering technique will be truely exciting and extremmely useful. – Phil
#129861From: ROBERT RITGEROct 19, 1994 9:34 AM
Phil: I think we agree on the quality of the renderings produced from the radiosity based renderers. I'm hoping that keeping the debate alive will spark some interest in getting radiosity included in 3DS. More useful tools for the architectural crowd I say! Bob