CompuServe Thread

#Radiosity

32 messages in this thread
#3291From: Tim Wilson [Crestline]Jan 19, 1995 3:04 AM
Mike (or anyone else interested), I wanted to revisit the subject of a `Molecular Blurring Attribute' again, because I think this is one thing that could dramatically improve the quality of renderings in Imagine. Mind you, I'm not looking for `true radiosity' (if there is such a thing on computers). Instead, I think you might be able to nicely FAKE radiosity by simply blurring ray-traced reflections at the object's surface. What radiosity means to me is simply that objects pick-up diffuse or ambient color from other things around them. Reflections get you halfway there because they also pick up color from surrounding objects. But Imagine's Ray-traced reflections are currently much too sharp to simulate radiosity. All objects in nature (except black holes) reflect light, but their reflections are not sharp because, even though they may feel smooth to the touch, they actually have tiny molecule-sized bumps that bounce light back in many different directions, instead of in a uniform direction like a mirror. I think you could simulate this effect of diffusely reflected light without any complicated ray-casting, by merely applying a blurring algorithm to Ray-traced reflections. I sort of envision it as a slider allowing the user to adjust anywhere between razor sharp reflections (what you have now), to EXTREMELY blurry reflections. This might aid in the realism of metals as well. I have had some success in simulating this false radiosity with global reflection maps. I take the images into an Image Processor, reduce them down in size to, say, 50 pixels square, and then blur the heck out of them. Then I add just a smidgeon of reflectivity to the object, usually in the form of a dark Brush map. And render it in Scanline. The shaded areas of the object positively come alive! But it doesn't work perfectly because the reflections still look more detailed in areas where there is sharp curvature in the object's surface. Furthermore, this approach does not work with Traces because object's internal reflections, and reflections off other objects are still razor sharp, and don't mix with the blurry global map. And, since the technique only works in Scanline, I either have to do without shadows, or use some fancy alpha compositing to put them back in. The Molecular Blurring parameter is the best thing I can think of to create the illusion of diffuse light bouncing off a surface. I think you would be amazed at how much more realistic renderings would look if you put such a feature in. Perhaps this is something that could be simulated with textures. I kind of doubt it though. My experiments with algorithmic bumps were pretty unsuccessful. They came out looking very different depending on the resolution of the renderings, and overall, quite grainy. Any thoughts? -Tim P.S. Thanks for your explanation of the Altitude seam problem. It helps to know more about this stuff.
#3297From: David HofmannJan 19, 1995 10:53 AM
Tim, I have had the same thoughts, but in contrast to you I had no solution. I tried putting a slight and small bump texture on the reflective surface, too, but as you said it doesn't work they way I expected. Looks grainy. What about the roughness slider? I haven hardly used it because it usually produced a grainy effect, too. -David
#3304From: Tim Wilson [Crestline]Jan 19, 1995 5:12 PM
David, Roughness doesn't BLUR an object's color, it RANDOMIZES it. So its unsuitable for simulating radiosity, and makes animation shimmer unpleasantly. Also, with radiosity, you don't want to blur the object's COLOR mapping, you just want the reflections illuminating the object to be blurred. Roughness randomizes everything, I believe. The global mapping technique discussed in my earlier message is the most successful thing I've found so far to simulate radiosity. The key to getting it to work seems to be to use the same image for both Color and Reflectivity Brushes (again, that's REFLECTIVITY, not Reflection, there is a difference), only making the Reflectivity Brush much DARKER. Then the Global Reflection map will illuminate the shadows with very nice detail. Read my earlier message and give it a try. <g> Reflectivity Brushes do not MAKE reflections, instead they determine what colors an object is able to reflect, more akin to Color Brushes. The best analogy is a Christmas ornament, you wrap a green, red and blue image on a sphere as a Reflectivity Brush (and Color Brush), and use that in combination with a digitized image of a room as a Global Reflection map. The Reflectivity Brush determines what colors the ornament will reflect, and the Global Reflection map actually creates its reflections. Clear? <G> Tim
#3320From: David HofmannJan 20, 1995 10:26 AM
Tim, I know the difference between relection and reflectivity. I will try your method. So far I just blured the global map in a paint program before using it. Sure it only blurs the reflection from the global map, not the real reflection from tracing. Do you know any renderer/tracer that does what you want? I haven't heard of any. -David
#3324From: LEXICOR SOFTWAREJan 20, 1995 12:37 PM
David, Another solution would to use small spots tuned just right to the color and level you want, pointed and the "Key" subject. This will geive tou the effect you are looking for while not requiring an environmental map at all. Lee
#3343From: David HofmannJan 21, 1995 2:32 PM
Lee, I'm afraid I don't quite understand what you are saying. What kind of spots? Spot lights with different colors? Please explain. -David
#3579From: LEXICOR SOFTWAREJan 27, 1995 10:57 PM
David, Well almost…….You can place spotlights with the right colors around a key object and match the color of the light to the color of the light that would normally be seen reflrcting from that direction. To get the light which is normally round the correct shape you would apply barn doors and then by changing the door angle focus the shape and distance in such a way that the spot light falls only on the key object. When used on reflective things such as glass and metal the effect is very obvious, if you want a more subtule effect just cut down the light value….to as dim as you like. Lee
#3366From: Tim Wilson [Crestline]Jan 22, 1995 1:55 PM
Lee, >> use small spots tuned just right to the color and level you want, pointed at the "Key" subject. This will give you the [radiosity] effect you are looking for while not requiring an environmental map at all.<< I've use this technique too in the past, but I'm not satisfied with it anymore. The blurred global maps work better because they interact with with the object's Reflectivity brushes, and tend to *heighten* detail in the shadows rather than *washing it out* the way a fill light does, especially when there's a lot of specularity. The global mapping technique does not create a specular highlight in the shadowed areas, the way a fill light does. That highlight is a dead give away that you're faking the ambient reflections with light emanting from a single point source. The global map also adds in a wide range of hues that give a greater sense of `realism' or `being in an environment'. However the fill light technique you describe admittedly works a little better in 3.xx now that Imagine's lights have a CONTROLLED FALLOFF. Tim
#3329From: Tim Wilson [Crestline]Jan 20, 1995 5:22 PM
David, >>Do you know any renderer/tracer that does what you want?<< ….that blurs TRACED reflections(?),… not that I know of, off hand. But then, I'm not really examing other programs that closely, so I may have overlooked it somewhere. There are, however, other programs that blur cubic or spherical reflection maps in scanline render modes, which is essentially what I'm doing with global mapping and compositing techniques in Imagine. If Impulse can jimmy the blurring algorithm into ray-tracing though, I think it could be a more robust tool, in part because it would work directly with ray-traced shadows. Nevertheless, for right now, I am fairly confident the shadows can be added back into the Scanline renders with a few compositing tricks. >>I know the difference between relection and reflectivity.<< I suspected you did. I added the explanation for the benefit of other readers because I know many people get confused by this, myself included. Sorry, I should have made that clear in my message. !!!!!!! -@-@- ( > ) """ \__/ Tim (yes, I wear glasses and a mustache, the likeness in incredible!)
#3344From: David HofmannJan 21, 1995 2:32 PM
From that point of view scanline renderers have an advantage. They can just blur the reflection map that they create to fake relfections. Shadow mapping is one of the things I'm really missing in Imagine. Shadows give a scene a much better 3D effect, but at the moment I have to use trace to get shadows which is too slow for tight deadlines or large anims. And the other thing I miss is alpha chanel. Mike, do you hear me? <g> -David
#3367From: Tim Wilson [Crestline]Jan 22, 1995 1:56 PM
>>From that point of view scanline renderers have an advantage. They can just blur the reflection map that they create to fake relfections<< Yes, mainly because some can incorporate other objects into the reflections. But I think this could also be achieved in Imagine with a few camera tricks. By faking the radiosity through ray-tracing, my real hope is to circumvent most of the unpleasant manipulation that's necessary with shadow and cubic reflection mapping. It would be a very unique feature if Impulse could implement it. Tim
#3374From: Tim Wilson [Crestline]Jan 22, 1995 5:21 PM
Another problem with simulating radiosity in Scanline renderers: If you want ALL the objects in your scene to have radiosity, each of them is going to need its own blurred cubic environment map, to be convincing. To generate these maps the renderer would have to generate a separate rendering of the WHOLE scene for EACH object. Consider how much time and memory this would take. I think it would be far less painless if the fake radiosity could be handled automatically by the ray-tracer. Tim
#3394From: John StetzerJan 23, 1995 10:34 AM
>>own blurred cubic environment map >>fake radiosity could be handled automatically by the ray-tracer PMJI, PMJI, but I think that the new (and expensive; but hey, this is for 3ds; what isn't expensive?) tracer Rayman supports blurred reflection, if that is what your refering to, so it should be doable. Apologies if I've (once again) missed the point entirely ;^). John Stetzer JWS
#3423From: Tim Wilson [Crestline]Jan 23, 1995 10:13 PM
>>Rayman supports blurred reflection, if that is what your refering to, so it should be doable. Apologies if I've (once again) missed the point entirely ;^).<< John, On the contrary, you hit the nail on the head. If Rayman can do it, surely the rocket scientists at Impulse can figure it out eventually. <slyly> Now if we only knew HOW Rayman does it… what technique they use… and how fast it is. -Tim P.S. John, I wish you'd put your tuppence in over on the `Shadow' thread,… I think the rest of these Imagine guys are starting to wimp out on that subject.
#3449From: John StetzerJan 24, 1995 11:00 AM
>>and how fast it is. They claim it's fast (what manufacturer doesn't :^), but I have no real basis for comparison (much to expensive for my taste). One plus it does have is that it can split up a rendering of a picture over a network (like Renderman, I guess). They (the people that make it) are out of Germany, so maybe we can get David to ask them, eh ;^). >>Shadow thread (assuming you mean shadow maps) They're brutal, ugly, have to be tweaked to look right a great deal of the time…and are sometimes the only way to get something in on time. As an example; one of last year's projects involved 3 250,000 poly. meshes used in an animation (the total animation count ended up being 15000+frames). W/a single traced shadow, it took more than a half hour to render a frame on a P5-60; w/a single shadow mapped spot, it never took more than 10 minutes. The end result was ugly (I had to keep things low so it would get done), but added definition that wouldn't have been there w/out shadows and met the customer's needs. I think there should at least be the option for them; it could mean the difference 'twixt getting things done and not (assuming you have the memory to spare). John Stetzer JWS
#3437From: David HofmannJan 24, 1995 4:23 AM
I agree, the raytrace way would definately be the better one for this problem. I think with the faster CPUs today raytracing will become more and more acceptable and will be more used in general.
#3415From: Andrey ZmievskiyJan 23, 1995 7:51 PM
Tim, How can you apply Reflectivity brush in Imagine? Andrey
#3431From: Tim Wilson [Crestline]Jan 24, 1995 1:00 AM
>>How can you apply Reflectivity brush in Imagine?<< It's in the Attributes/Brush requestor, like the rest of the Brush mapping options. It works very much like Color mapping, but you won't see the Reflectivity Image, unless there's something in the scene for the object to reflect. Tim
#3308From: IMPULSEJan 19, 1995 5:50 PM
Tim I have discussed this very matter with Zack, the head programmer, we have beat each other over the head with the pros and cons., I think that reflections should be blurrable, and focasable, (both words are mine, so dont use them anywhere else, I am sure they are misspelled) We are going to try and horn this feature into Imagine 4.0 the last release of the COnstant Upgrade program. MIke
#3311From: MICHAEL BATESJan 19, 1995 10:15 PM
Mike: Gee, I really appreciate the way you responded to your customers request! (this is sincere <— I have to say that because I kid around too much <g>) Some IM users were a little disappointed to find out that IM4.0 won't be Win95 compatible but, that a later version of Imagine will be. Although I understand their concern, I feel *strongly* that the Impulse way of answering questions, providing feedback on suggestions, and giving rough descriptions of forthcoming features, is very beneficial! One large software company has a policy of providing NO information on any future product releases and they still make mistakes! That policy is frustrating and pathetic. I'm not planning on being a future customer of that software company anymore<g>. I appreciate Impulse's unofficial product announcements and realize they aren't promises. Your 'open forum' makes me feel more involved in your product. Oh, and I was happy to see the Imagine review in the February 'Digital Video magazine.' I happily noted that only one PC 3D animation package scored higher (by just one point) in the Features and Performance categories. And, that other program is $$expensive$$ So, to put my money where my mouth is, next week I'm gonna subscribe to your constant upgrade program. <big deal, g> One more thing, Imagine couldn't have a better representative than GreG!!! I probably would have given up on animation by now if he wasn't around! keep plugging away Michael B. (slow, but kinda unsure)
#3334From: IMPULSEJan 20, 1995 8:52 PM
Mike I appreciate you for being a customer and supporting our efforts, not everyone like our "laid back" or less than "professional" approach, it sends a message to some that we dont care, when nothing could be further from the truth. As for being a member of the Constant Upgarde, that is a very big deal, without your support and the support of all the Imagine users we cant go on. To some I am sure that would be good news, hopefully to others like your self that is not what will happen. If I can be of any help, in the future,.drop me a note or give me a call, I answer my phone everyday and look forward to talking with users of our products. Mike
#3387From: Sam J. BowlingJan 23, 1995 3:33 AM
Mike, I have a simple request (at least it seems simple to me<G>) and don't want to start a whole new thread to do it. Would it be possible to set the AA setting in the project editor? I would think leaving the old aa or new aa and level settings in the preferences editor would be ok. Just to be able to turn it on or off in the project editor and have it override the other settings would be nice. There has been more than one time when I render a final project and realize that I have forgotten to turn on the aa. Thanks for your time, Sam (A happy customer) :')
#3410From: IMPULSEJan 23, 1995 6:17 PM
Sam I will ask the programming gods to bend to your will, however I make no promises, they is real busy up there in programming heaven. MIke
#3462From: Sam J. BowlingJan 24, 1995 3:42 PM
Thanks, Mike. Just thought I'd run the Idea by you. Sam
#3438From: David HofmannJan 24, 1995 4:23 AM
Sam, I had exactly the same problem and came up with the same idea. Maike said he will consider it in the furute (what ever this means <g>). -David
#3386From: Sam J. BowlingJan 23, 1995 3:33 AM
>> I appreciate Impulse's unofficial product announcements and realize they aren't promises. Your 'open forum' makes me feel more involved in your product. << I'm glad I'm not the only one here who realizes that when there is talk of work on a new feature it is not a promise that it will be in the next version. The only thing I really want to see in the new (full) version (other that new features, of course) is a better arranged manual. I, like you, probably would not still be using the program without the help of GreG and the many other users here and in the other forums. Sam
#3312From: Tim Wilson [Crestline]Jan 19, 1995 10:17 PM
>>We are going to try and horn [blurrable reflections] into Imagine 4.0<< Excellent, good luck! The only caveat I would add is to make the blurring range EXTREMELY broad and user adjustable for each object. So I guess this would go into Attributes. In the meantime, I'm going to try a little alpha compositing, to see if I can add shadows back into the Scanline renders. Chow. Tim
#3353From: Charles BlaquiereJan 22, 1995 12:01 AM
Tim, reading the discussion, I feel that if any other software offers built-in blurring of cubic environment mapping, it will suffer from the same problem you discuss, i.e. curved surfaces will show a wider view of the environment map, where the blur will look proportionately less pronounced. My personal take on things would be to cast multiple rays from the surface, similar to the supersampling done when naively anti-aliasing a ray-traced image. Instead of projecting one reflected ray off the surface, following the normal at that point, simply project 2×2, 3×3… rays in a "square cone" with the cone's main axis being the normal. (how many reflection rays to compute, and the cone angle, would make perfect user parameters) You'd then average the reflected color from all the rays. Hmmm. I think this would still look sharper around rounded surfaces. By the way, Mike, my vote would be for you guys to work on soft shadows before even attempting to solve this problem. Currently, Tim and others have found a workaround, while the workaround for soft shadows (replace lights with n x n x n arrays of lights) is really not reasonable. I agree with others that the lack of shadows is one major difference between the look of our Imagine work and that produced by users of other software. (Not a gripe! Not a gripe! Just a user suggestion regarding priorities) Blaq!
#3356From: David HofmannJan 22, 1995 12:18 PM
You mean shadow mapping or raytraced soft shadows? While raytraced soft shadows look cool (no doubt) they take very long. I vote for shadow mapping in scanline. This is really missing. -David
#3365From: Tim Wilson [Crestline]Jan 22, 1995 1:55 PM
Charles (or do you prefer Blaq?), A few questions about your suggestion on how to de-focus reflections. Would your technique slow rendering down, the more blurry the reflections are set? If so then I'd be in a favor of something simpler, if there is anything simpler. Would it require more rays to be traced, or would it simple resample the existing rays? Would it blur other properties of the object, such as Color or Reflectivity (not Reflection) Brushes? If so this would ruin the effect we're trying to achieve? The idea is to illuminate the detail in shaded areas. This already works quite well when using a combination of a Reflectivity brush and global maps. The Reflectivity Brush nicely controls the tint of the light bouncing back, heightening the detail in shaded areas There may be no way to *totally* eliminate the sharper appearance of reflections on a tightly curved surface. I may have over-emphasized this problem. The global mapping technique actually works pretty well except for the other problems I mentioned: sharp reflections from other objects, or no true shadows in Scanline without some work-arounds. -@-@- > Tim
#3424From: Charles BlaquiereJan 23, 1995 10:14 PM
Tim, yes, my technique would take longer as the user increases the blurriness. Since one parameter would determine whether Imagine used a 2×2, 3×3, etc. group of reflection "para-normals" <g>, rendering time would increase as the number of surface "para-normals" increased. Application of my technique wouldn't to affect brushes at all, just the value that Imagine uses from the environment map to affect the reflected component of an object point's color. It might be interesting to debate whether it would take longer to calculate several surface para-normals per point, or to simply pre-blur the environment map. (By the way, Mike: this blurred reflection is what I thought Shininess was all about! Boy, was I wrong — and boy, am I glad to have read Tim's trick) Blaq!
#3455From: Tim Wilson [Crestline]Jan 24, 1995 2:25 PM
Charles, >>my technique would take longer as the user increases the blurriness.<< This doesn't sound so good. Surely there's a technique to blur *traced* reflections that takes less time to render when it's very blurry, and more time when it's sharp. Eh? >>It might be interesting to debate whether it would take longer to calculate several surface para-normals per point, or to simply pre-blur the environment map.<< By posing this question, I assume you are referring to my remark to David… that using a Scanline renderer to generate environment maps for every object in a scene (to simulate radiosity) could potentially chew up more memory and time than simply faking radiosity in *Trace* mode. For this, and other reason I've already laid out, I'd prefer to have reflections blurred in Trace mode, where both the environment *and other objects* can be handled at once, automatically… and without any fancy image processing. Unless Impulse has already made significant headway (that we don't know about) in developing Imagine's image processing capabilities, I think it might be easier and faster for them to program the blurring into Trace mode. -Tim