#Radiosity
41 messages in this thread
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
Radiosity isn't incorporated into any of the production scanline renderers,
including 3DS.
– G
Lee:
Radiosity is incorporated in the Lightscape software package. Grip a copy of
the June 1994 Computer Graphics World.
Bob
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)
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
// 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
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
Doesn't Lightscape depend on a bunch of expensive proprietary rendering
hardware?
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
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
>> 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
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
>> 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
>>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
Alan, Very well said about creative lighting. Oh for a digi-glove so I could
pat youon the back. Glenn Zephyr.
Hey, Glenn, thanks much.
Consider your virtual pat on the back received and appreciated.
-Alan
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
>>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!
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
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
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
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
Michael:
Greetings to you, too! Do you have any trips planned to the US in the near
future?
Greg Pyros
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
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
>> Radiosity
Thanks for the clarification.
– Dave
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
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
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
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.
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
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
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
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
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
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
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