code logs -> 2009 -> Thu, 26 Nov 2009< code.20091125.log - code.20091127.log >
--- Log opened Thu Nov 26 00:00:35 2009
00:00
<@Vornicus-Latens>
You might be able to... clip it, sort of, so you end up with no density inside or outside of the set.
00:01
<@Derakon>
Oh, you mean, identify areas that are known to be ignorable?
00:02
<@Vornicus-Latens>
Yes.
00:02
<@Vornicus-Latens>
Unfortunately this may make your life more difficult - you'll need to be able to identify large continuous regions continuously.
00:03
<@Vornicus-Latens>
er, efficiently, memory-wise.
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00:39 mode/#code [+o Vornicus] by Reiver
00:45
<@Derakon>
Hmph. My cut-it-up-into-chunks code has rendered the program entirely nonfunctional. ¬.¬
00:45
<@Derakon>
Or rather, it creates a small spray of line segments instead of a bunch of faces.
01:26 * gnolam ponders the specularity of seagulls.
01:45
<@Attilla>
Are you trying to model seagulls?
01:49
<@Derakon>
You all might find this interesting: a 28" display for $260, free shipping: http://www.newegg.com/Product/Product.aspx?Item=N82E16824254026&cm_re=28%22_hann s-_-24-254-026-_-Product
01:49
< gnolam>
Well, they feature.
01:52
< gnolam>
Attilla: http://www.lysator.liu.se/~gnolam/temp/ocean_WIP_6.jpg <- Mmm, programmer's art.
02:08 Attilla [The.Attilla@FBC920.92E3D3.F76883.99588C] has quit [[NS] Quit: ]
02:30 * Derakon ponders http://derakon.dyndns.org/~chriswei/temp2/sphere6.png
02:30
<@Derakon>
I've leaving some gaps in my coverage, clearly.
03:29
< Alek>
ahah
03:29
< Alek>
I misread that as gaps in your cleavage, for a split second
03:32
<@Derakon>
Well, didn't patch the gap fully, but I have a result nonetheless! http://derakon.dyndns.org/~chriswei/temp/3dfractal1.png
03:32
<@Derakon>
Took 51 minutes to generate the object...and a couple of seconds to render.
03:37
< gnolam>
Derakon: Eldritch.
03:46 * Derakon increases the resolution by a factor of 337.5% after fixing the gap problem.
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05:06
<@Derakon>
Halfway done!
05:06
<@Derakon>
And it's only taken 80 minutes~
05:07
<@Vornicus>
Heh.
05:11
<@Derakon>
This kind of thing is of course easily parallelizable...
05:11
<@Derakon>
But then I wouldn't be able to use my computer while it runs.
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05:12 * Vornicus <3 8 cores
05:14
<@Derakon>
Yeah...I really want a new computer. ¬.¬
05:14
<@Derakon>
But they're expensive!
05:14 * Kazriko is waiting for Larrabee so he can say he has 32 to 64 general purpose cores...
05:15
<@Derakon>
The base 8-core Mac Pro is $3k!
05:16
< Pinkhair>
http://frictionalgames.com/forum/showthread.php?tid=3279
05:17 * Kazriko wanders back over to the desertbus.org channel..
05:17
<@Derakon>
ASCII: nice.
05:18
<@Derakon>
I rather suspect that my Blender-based approach is going to be inherently more limited than the direct raytracers most people are using.
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05:24
< Pinkhair>
der- almost certainly
05:25
< Pinkhair>
though I've heard that blender has actual voxel based volume rendering for things like smoke and fire now
05:25
< Pinkhair>
so that might be something to look into
05:25 * Derakon nods.
05:26
<@Derakon>
Of course, part of the reason I did this was to teach myself how to make meshes from voxels.
05:26
<@Derakon>
But I know that now. The rest is just optimization.
05:26
< Pinkhair>
and alternately, you could try using an external program as a preprocess for generating the object. but a mesh based approch is almost certainly going to be massively painful
05:27
<@Derakon>
Massively...?
05:28
<@Derakon>
Oh, my client hadn't scrolled all the way down for some reason.
05:28
< Pinkhair>
yes, a mesh based approach will definitely be an AI based character animation system
05:28
<@Derakon>
Anyway, the mesh-based approach is working. It's just balls-slow to generate.
05:28
<@Derakon>
...?
05:29
<@Derakon>
(582 of 1000 regions generated!)
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05:36
<@Derakon>
(Part of the reason why I went with the mesh-based approach is that I think that some of the images would be neat to work with in other projects, e.g. as the basis for terrain or architecture)
05:37
<@Derakon>
(The major reason though is that Blender is my 3D program of choice these days)(
05:46
< Pinkhair>
I know someone's done relief mapping in blander, so if you're after terrain architecture you could always generate to a lower detail level and apply more that way
05:49
<@Derakon>
Yeah, I kinda figured that the only practical way to do it would be to use the high-res version as a texture.
05:59
< Rhamphoryncus>
8 cores? My 4 core is falling behind :(
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05:59
<@Derakon>
Think how I feel over here with 2...
05:59
< Rhamphoryncus>
heh
06:00
<@Vornicus>
doing make -j 6 and still having enough power to handle my usual stuff is nice.
06:05
< Rhamphoryncus>
I'll probably wait for 16 core before I upgrade
06:06
<@Derakon>
Any idea when that'll happen?
06:06
< Rhamphoryncus>
year or two?
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06:07
< Rhamphoryncus>
Only thing is the reason I got a 4 core was for threading experimentation, and I haven't done much for a while
06:07
<@Derakon>
Main thing I need more cores for is for Blender and other art experimentation.
06:09
< Rhamphoryncus>
Hey, is it possible to render those fractals in tiles? ie, do just 64x64 pixels at a time?
06:09
<@Derakon>
Sure. Raytracers are easily-parallelizable.
06:10
< Rhamphoryncus>
Is that what uses up the bulk of the time?
06:10
<@Derakon>
I'm doing something similar for my mesh construction; I break the volume I'm calculating down into small chunks that get calculated individually. This is mostly to save memory, though.
06:10
< Rhamphoryncus>
I'm basically if you could pick one section for test, rendering it repeatedly until you've got the parameters right, then just keep expanding it
06:10
<@Derakon>
I don't know where the bottlenecks are for the fractal raytracers others use.
06:11
<@Derakon>
Yeah, you could do that.
06:12
<@Derakon>
Right now I'm rendering [0, 1] in all three axes. I could find an interesting bit and cut that down to e.g. [.54, .62] in x, [.98, .5] in y, and [.2, .34] in z or something.
06:12
< Rhamphoryncus>
I wonder about overlap from shadows or something
06:14
<@Derakon>
Well, for purposes of lighting you of course want as much of the object to be generated as possible...but in practice, once you get very far at all off-camera it doesn't matter.
06:14
< Rhamphoryncus>
*nods*
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06:19
< Pinkhair>
besides, you could always calculate shadow volumes for distant areas first using a low iteration
06:20
< Pinkhair>
since macrofeatures are all you'll be seeing shadows for from that distance
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07:12
<@Derakon>
Hmm...I think I've hit a dead zone in the volume.
07:12
<@Derakon>
These blocks are processing pretty quickly.
07:12
<@Derakon>
Guess I'll wait up to see the final mesh after all.
07:12
<@Derakon>
(845 out of 1000, currently taking about 3-5s per block)
07:12
<@Derakon>
'Course, no idea how long it'll take Blender to create the object from the mesh.
07:13
<@Vornicus>
Probably not long.
07:13
<@Derakon>
It took awhile the last time I did it.
07:13
<@Derakon>
Five minutes, and I increased the amount of stuff by over a factor of 3.
07:14
<@Derakon>
Oop, that last block took 38s to calculate. I guess it's not entirely clear sailing from here to the end.
07:23
<@Derakon>
Mesh calculations done! Time to create the object.
07:36 * Derakon hums, twiddles fingers...
07:42 * Vornicus gives Der Canabalt.
07:48 * Vornicus also awaits the results of Der's thingy.
07:58
<@Derakon>
Total runtime: 15122.602739 seconds.
07:59
<@Vornicus>
Yay 4+ hours
07:59
<@Derakon>
The mesh contains 3695996 faces and 1772112 vertices -- and that's not counting the three mirror modifiers I've applied.
08:01
<@Vornicus>
showusshowusshowus
08:01
<@Derakon>
Total rendering time: 42.45s. http://derakon.dyndns.org/~chriswei/temp/3dfractal2.png
08:01
<@Derakon>
I...think there might be a slight problem. Maybe some coincident faces or something.
08:05
<@Vornicus>
I'm still trying to ifgure out how you keep getting those gridlines, these things should mesh together perfectly.
08:07
<@Derakon>
I fixed the gridlines, actually.
08:07
<@Derakon>
I suspect this is a rendering artifact.
08:07
<@Derakon>
Incidentally, http://armorgames.com/play/4918/the-company-of-myself is an interesting Flash game.
08:12
<@Derakon>
Alternate view: http://derakon.dyndns.org/~chriswei/temp/3dfractal2b.png
08:12
<@Derakon>
And now, bed.
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08:21
<@Vornicus>
Shiny.
08:21 * Vornicus also goes to bed.
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13:25 * gnolam stabs Microsoft.
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13:50
< gnolam>
Finally.
13:50 * gnolam gets rid of the hereditary sin in his Visual Studio project.
14:05
< gnolam>
Is it just me or is Google Wave pretty slow?
14:05
< TheWatcher>
The two big complaints I've seen about it so far seem to be 'slow' and 'buggy'
14:21
< simon`>
one complaint is really enough if the complaint is that it altogether sucks.
14:22
< simon`>
gnolam, yes, wave is really slow.
14:28
< gnolam>
... aaand SDL refuses to work with statically linked C/C++ runtimes.
14:28
< gnolam>
Joy.
16:46 * gnolam works around it.
16:56
< SmithKurosaki>
http://notalwaysright.com/when-open-source-meets-closed-minds/3305
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19:31
<@Kazriko>
Sword of the Stars Ultimate is $7.50 today...
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20:59
< gnolam>
http://qdb.us/300391
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--- Log closed Fri Nov 27 00:00:49 2009
code logs -> 2009 -> Thu, 26 Nov 2009< code.20091125.log - code.20091127.log >