CompuServe Thread

#Wish List

16 messages in this thread
#132563From: glenn thomsonNov 1, 1994 2:34 AM
I would like to see some form of selective Ray Tracing implemented, if shadows can be Ray Traced is this request much more difficult? I may be slightly off base with my next request but after attending the Autodesk 3D R4 release kickoff here in Calgary , I could not help but feel a little perturbed by some of the effects that Autodesk feel should be bought seperately. Some of the more rudimentary effects such as lense flair which pretty well all competitors have integrated into there systems is a costly add on to 3Ds. Even more disturbing is your IPAS system for optimal geometry generation, (reducing memory requirements for meshes), this is and add on ?, how strange I would tend to think that optimizing system resource useage would be a necessity not a costly add on. At times I feel somewhat cheated for paying what is a premium price for a PC based animation system and then be expected to pay for something that should in fact be a integral part of the product.
#132613From: Yost GroupNov 1, 1994 10:11 AM
I'm sorry you feel that way, but I emphatically disagree with you. I believe that 3DS offers the best value for doing production animation because it includes things like video post, an a-buffered renderer, open architecture, etc. Regarding Optimize, I don't think that I've seen that type of functionality available on ANY platform, so charging $50 for the routine doesn't seem out-of-line to me, especially considering all the work that Rolf put into it.
#132760From: glenn thomsonNov 1, 1994 8:38 PM
1.) You did not answer my first question. 2.) I have no doubt that a lot of effort was spent on the mesh optimize IPAS routine. You have helped make my point more clear about optimizing meshes, in that other systems do have this feature, it is merely integral to the system and therefore not advertised as an add on. Does Optimize cost $50.00 or is it in fact avaialable only as part of a set of $300 (Canada $410) IPAS routines ?
#132779From: Yost GroupNov 1, 1994 10:55 PM
Regarding selective ray tracing, it's on about 50% of the wishlists, so you've got plenty of company. I'm unaware of any other systems that embody the features of Optimize. Please enlighten me. (Re its cost… it's a $50 component of a $300 set of routines.)
#132885From: David J. MarksNov 2, 1994 12:29 PM
>> it is merely integral to the system and therefore not advertised as an >> add on. PMJI, but Optimize is not REQUIRED to produce efficient meshes in 3DS. Careful modelling practices will produce high quality, low face-count meshes. What Optimize DOES offer (together with its counterpart MESHRES) is the ability to have multiple resolutions available within any mesh object. It DOES offer the ability to reduce the mesh resolution on models that weren't created very efficiently or where you don't need the original level of faces. (Like when your camera is distant)
#133670From: John TissavaryNov 5, 1994 2:14 AM
Tell me, exactly, which other system have a mesh optimization routine built in? Optimize provides some of the highest quality, lowest density meshes I've ever seen, and I work in several packages on several platforms.
#133052From: WillNov 3, 1994 5:14 AM
>>… it includes things like video post, an a-buffered renderer, open arc…<< what is an a-buffered renderer. Does it have anything to do with z-buffering?
#133072From: Jonas Ruikis [ADESK]Nov 3, 1994 8:09 AM
Hi Will, << what is an a-buffered renderer. Does it have anything to do with z-buffering? >> Everyone correct me if I'm wrong, 🙂 but here's what some references I have say… Both of the following are methods for Visible – Line Determination. The z-buffer or depth buffer image precision algorithm is one of the simplest visible surface algorithms to implement in software or hardware. It requires that we have available not only a frame buffer F in which colors are stored, but also a z-buffer Z, with the same number of entries, in which the depth is stored for each pixel. The a-buffer is used in Area-Subdivision algorithms and follow the divide and conquer strategy of spatial partitioning in the projection plane. An area of the projected image is examined. If it is easy to decide which polygons are visible in the area, they are displayed. Otherwise the area is subdivided into smaller areas to which the decision logic is applied recursively. As the areas become smaller, fewer polygons each other, and ultimately a decision becomes possible.
#133266From: WillNov 3, 1994 8:18 PM
Thanks for the info Jonas. I looked it up in a book I have and there is talk of it. I'm writing my own renderer and like to know the tricks that others use. —————————Will
#133091From: Yost GroupNov 3, 1994 9:27 AM
Jonas' description of an a-buffered renderer is correct, in that it uses area sampling. The point of that is that this method provides an optimal antialiasing solution (as long as you're gamma correcting for the output device), whereas z-buffering (along with using super-sampling for antialiasing) falls apart on contrasting edges and edges that approach the vertical and horizontal.
#133171From: David J. MarksNov 3, 1994 1:15 PM
[ a-buffer vs. z-buffer ] The 3DS renderer is a-buffering, but R4 gives plug-ins the ability to access a z-buffer. Is that an additional set of calculations or is 3DS calculating the z-buffer for other internal purposes?
#133448From: Yost GroupNov 4, 1994 1:01 PM
The only thing 3DS needs the z-buffer for is to output it to IPAS routines for effects work. It doesn't use it internally. – G
#133524From: David J. MarksNov 4, 1994 3:47 PM
>> z-buffer Interesting. Thanks for the info.
#134521From: WillNov 8, 1994 10:05 PM
>>Doesn't use z-buffer internally<< Then how does 3DS create shadow maps, my understanding is that that's based on z-buffering. Or is it some secret the Yost Group doesn't what to divulge because it make the renderer really fast. —————-Will
#134526From: Yost GroupNov 8, 1994 10:18 PM
C'mon… I really don't want to go into how the renderer works internally beyond the fact that it's a-buffer based. Thanks for understanding.
#133497From: M. G. BATCHELORNov 4, 1994 3:00 PM
PMJI, but the Z-buffer can be used for various depth information….hidden surface removal, DOF blurring, shadows, etc..