CGTalk > Main Forums > General Discussion
To minimize the ads you see on this page create a CGTalk account and log in HERE
reply share thread « Previous Thread | Next Thread »
 
Thread Tools Search this Thread Display Modes
Old 03-07-2014, 08:23 AM   #16
pengwu
New Member
Peng
Muelheim, Germany
 
Join Date: Dec 2013
Posts: 11
this is interesting, keep it up!
and more info needs to be added to your website please.

Last edited by pengwu : 03-07-2014 at 08:26 AM.
 
Old 03-07-2014, 09:55 AM   #17
tacwon
New Member
 
tacwon's Avatar
portfolio
Masao Takakuwa
Fujisawa, Japan
 
Join Date: Aug 2012
Posts: 15
Quote:
Originally Posted by stew
It looks to me like the method is not tracking sub pixel coverage, as it converts it to alpha instantly? Therefore, wouldn't a pixel that is covered by two polygons at exactly 50% each always look the same, regardless of whether those two polygons overlap each other (50% of the pixel covered by polygons) or not (100% of the pixel covered by polygons)?

Your understanding is correct.
However, the CD sound of frequencies above 20Khz Do you have recorded?
There is no need to consider the geometric information of the pixel resolution or more in CG.
That is the philosophy of MicroPoint.
 
Old 03-07-2014, 03:33 PM   #18
stew
Lord of the posts
 
stew's Avatar
portfolio
Stefan Werner
Senior Software Engineer
Germany
 
Join Date: Aug 2003
Posts: 892
Quote:
Originally Posted by tacwon
Your understanding is correct.

Which means that a piece of fabric made from sub pixel sized opaque threads will never be rendered as opaque but always as semitransparent? Since the sub pixel sized threads will be replaced with pixel sized semitransparent micro points?
Quote:
However, the CD sound of frequencies above 20Khz Do you have recorded?

Ah. The Nyquist limit of a CD's 44kHz sampling rate requires that the input signal contains no frequencies above 22kHz or aliasing will occur. Therefore, D/A converters have an analog low-pass filter that removes any frequencies above 22kHz.
Quote:
There is no need to consider the geometric information of the pixel resolution or more in CG.

If you were to transfer that principle to CG, you would have to completely remove any geometry that is less than pixel sized.
 
Old 03-07-2014, 04:33 PM   #19
CHRiTTeR
On the run!
 
CHRiTTeR's Avatar
Chris
Graphic designer extraordinaire
Belgium
 
Join Date: Feb 2002
Posts: 4,360
Quote:
Originally Posted by tacwon
Your understanding is correct.
However, the CD sound of frequencies above 20Khz Do you have recorded?
There is no need to consider the geometric information of the pixel resolution or more in CG.
That is the philosophy of MicroPoint.


Yeah, in music production 96khz and even 192khz are used allot... Even if we cant hear whats going on at frequencies higher than +/- 20khz , we still need that information to deliver a master of the highest possible quality and only when things get pressed on cd/dvd/blu-ray as a last step those frequencies get cut.

Quote:
Originally Posted by stew
If you were to transfer that principle to CG, you would have to completely remove any geometry that is less than pixel sized.


so what would happen to for example to a verry bright sun/star that is so far that it takes less than a pixel in size but it should still be visible because its so bright? It just gets cut off and doesnt get rendered at all?
 
Old 03-07-2014, 05:07 PM   #20
stew
Lord of the posts
 
stew's Avatar
portfolio
Stefan Werner
Senior Software Engineer
Germany
 
Join Date: Aug 2003
Posts: 892
Quote:
Originally Posted by CHRiTTeR
so what would happen to for example to a verry bright sun/star that is so far that it takes less than a pixel in size but it should still be visible because its so bright? It just gets cut off and doesnt get rendered at all?

If you were to apply the same ideas as in audio, yes. How do you reproduce a very loud very short 85kHz sound on a CD? You don't, you eliminate it with a filter.

Obviously, ignoring that very bright star would be wrong, and that's where signal processing for audio and signal processing for video differ.
 
Old 03-07-2014, 09:11 PM   #21
tacwon
New Member
 
tacwon's Avatar
portfolio
Masao Takakuwa
Fujisawa, Japan
 
Join Date: Aug 2012
Posts: 15
Quote:
Originally Posted by stew
Which means that a piece of fabric made from sub pixel sized opaque threads will
If you were to transfer that principle to CG, you would have to completely remove any geometry that is less than pixel sized.

Yes, it is.
The MicroPoint is different from the rendering method to right now.
 
Old 03-07-2014, 09:36 PM   #22
artsyboy
Know-it-All
 
artsyboy's Avatar
portfolio
Virgin Islands (British)
 
Join Date: Oct 2013
Posts: 359
Tacwon,

Can you render something like a 3D car model (e.g. a Ferrari or Porsche) using MicroPoint rendering, show us the rendered image, and also tell us how long it took to render?

I am very interested in your MicroPoint method. How long before it becomes a render engine that we can test/use?

Can MicroPoint be used for realtime 3D games? Is it fast enough for that? (because realtime ray tracing even on GPU currently isn't very fast)

Do you have any plans to support Cinema4D or Blender with it?

Thanks,

ArtsyBoy
 
Old 03-07-2014, 11:54 PM   #23
tacwon
New Member
 
tacwon's Avatar
portfolio
Masao Takakuwa
Fujisawa, Japan
 
Join Date: Aug 2012
Posts: 15
Quote:
Originally Posted by artsyboy
Tacwon,

Can you render something like a 3D car model (e.g. a Ferrari or Porsche) using MicroPoint rendering, show us the rendered image, and also tell us how long it took to render?

I am very interested in your MicroPoint method. How long before it becomes a render engine that we can test/use?

Can MicroPoint be used for realtime 3D games? Is it fast enough for that? (because realtime ray tracing even on GPU currently isn't very fast)

Do you have any plans to support Cinema4D or Blender with it?

Thanks,

ArtsyBoy


Current schedule:
http://www.sist.ac.jp/~iigura/MagicPoint/
Next version:
We will after the area lights, AO, DOF, motion blur is implemented, to publish the executable file. In this version, it is possible to read the file of the RIB format.
I think the need for a hardware implementation of the micro-points for game engine.
 
Old 03-08-2014, 07:08 PM   #24
artsyboy
Know-it-All
 
artsyboy's Avatar
portfolio
Virgin Islands (British)
 
Join Date: Oct 2013
Posts: 359
Cinema 4D has a RIB/Renderman exporter called "CineMan". Maybe you can support that?

It would be great to try this new render engine you are building from within C4D.

Good luck with development!

Can't wait to see how good/fast this new rendering technique is...
 
reply share thread


Thread Tools Search this Thread
Search this Thread:

Advanced Search
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

vB code is On
Smilies are On
[IMG] code is On
HTML code is Off
CGSociety
Society of Digital Artists
www.cgsociety.org

Powered by vBulletin
Copyright 2000 - 2006,
Jelsoft Enterprises Ltd.
Minimize Ads
Forum Jump
Miscellaneous

All times are GMT. The time now is 10:19 PM.


Powered by vBulletin
Copyright ©2000 - 2016, Jelsoft Enterprises Ltd.