--- 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. |
00:06 | | You're now known as TheWatcher[T-2] |
00:09 | | You're now known as TheWatcher[zZzZ] |
00:12 | | Orthia is now known as Reivthia |
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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. |
08:13 | | Derakon is now known as Derakon[AFK] |
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 |