tag:blogger.com,1999:blog-11295132.post5372776504387552057..comments2024-02-24T01:46:31.188-08:00Comments on A Neighborhood of Infinity: A Blobby Languagesigfpehttp://www.blogger.com/profile/08096190433222340957noreply@blogger.comBlogger9125tag:blogger.com,1999:blog-11295132.post-12420944623912731012007-11-20T11:27:00.000-08:002007-11-20T11:27:00.000-08:00You can interactively create "blobby" models with ...You can interactively create "blobby" models with ShapeShop (http://www.shapeshop3d.com). You don't need a GPU to get interactive framerates, just good caching data structures. (Although there have also been some recent SIGGRAPH papers about real-time blobbies using the GPU)Unknownhttps://www.blogger.com/profile/03070118530369716044noreply@blogger.comtag:blogger.com,1999:blog-11295132.post-14948985849999105462007-11-04T09:42:00.000-08:002007-11-04T09:42:00.000-08:00Conal,For that image, about 0.001 fps!Some backgro...Conal,<BR/><BR/>For that image, about 0.001 fps!<BR/><BR/>Some background: it's a software render, and it uses subsurface scattering. The subsurface scattering approach here requires three stages: the surface is discretised and the lighting at each point is computed (including ray-traced shadows) - but the lighting isn't used to illuminate the surface, instead it's cached in a 3D data structure. What is, in effect, a low pass 3D filter, is then applied to this lighting data to simulate the subsurface transport of light, and then the final illumination is computed based on the filtered light. That's what gives the waxy look, but the filtering pass takes forever.<BR/><BR/>There's probably some GPU hack you can do to fake it at 60fps but I haven't yet thought too hard about that. I just plumbed together Pixar's standard Renderman tools. The standard subsurface scattering hack would be hard to use with the arbitrary surface topology here.sigfpehttps://www.blogger.com/profile/08096190433222340957noreply@blogger.comtag:blogger.com,1999:blog-11295132.post-88215599444282107342007-11-04T08:37:00.000-08:002007-11-04T08:37:00.000-08:00Beautiful!What kind of frame rate do you get on th...Beautiful!<BR/><BR/>What kind of frame rate do you get on these examples?Conalhttps://www.blogger.com/profile/05756984502464196668noreply@blogger.comtag:blogger.com,1999:blog-11295132.post-29272536780103375392007-11-04T08:25:00.000-08:002007-11-04T08:25:00.000-08:00You give a couple tantalizing hints about supporti...You give a couple tantalizing hints about supporting general implicit surfaces. <BR/><BR/>I did a fair amount of work on an DSO procedural that would take a function described in almost-C (text that was lightly preprocessed to actual C), compile it on the fly with an embedded C compiler, and then extract iso-surfaces using marching cubes. Created a Maya node that was an implicit function type, you could construct implicit surfaces as a DAG. It was more than a proof-of-concept, but not quite there as a production-ready tool. <BR/><BR/>But I've been lately thinking of resurrecting it, since I'm working on something that really needs implicit surfaces, and I would really like to use Renderman. I've tried a ray-tracer with built in support for implicits, but renders are brutally long. <BR/><BR/>Any hints on how far you got with general implicits, or how you proceeded?The Method Artisthttps://www.blogger.com/profile/13154434295411201548noreply@blogger.comtag:blogger.com,1999:blog-11295132.post-38282611334516637972007-11-04T06:10:00.000-08:002007-11-04T06:10:00.000-08:00Pseudonym,When I say 'Photorealistic RenderMan' pe...Pseudonym,<BR/><BR/>When I say 'Photorealistic RenderMan' people look at me funny. In fact, Pixar now call it Pixar's Renderman and even they say on their "What's Renderman?" web page, "RenderMan is *also* an industry standard interface specification for photorealistic renderers and is available here." making it clear that they interpret the word Renderman in two different ways.<BR/><BR/>Of course if you've worked on an alternative implementation things may look a little different... :-)<BR/><BR/>https://renderman.pixar.com/products/whatsrenderman/index.htmsigfpehttps://www.blogger.com/profile/08096190433222340957noreply@blogger.comtag:blogger.com,1999:blog-11295132.post-69583977230700503242007-11-04T01:35:00.000-07:002007-11-04T01:35:00.000-07:00Grrrr.RenderMan is NOT a renderer. It is an inter...Grrrr.<BR/><BR/>RenderMan is NOT a renderer. It is an interface standard. Photorealistic RenderMan is a renderer which implements the standard.Pseudonymhttps://www.blogger.com/profile/04272326070593532463noreply@blogger.comtag:blogger.com,1999:blog-11295132.post-35257110292493940012007-11-03T22:58:00.000-07:002007-11-03T22:58:00.000-07:00Very good. Thanks for sharing, this is going to b...Very good. Thanks for sharing, this is going to be a fun little project. <BR/><BR/>I'll be sure to link back to this post when I've got something to show.Unknownhttps://www.blogger.com/profile/01267502885537154951noreply@blogger.comtag:blogger.com,1999:blog-11295132.post-43997647440726615762007-11-03T21:50:00.000-07:002007-11-03T21:50:00.000-07:00aschwo,There's no chance ILM will let me release t...aschwo,<BR/><BR/>There's no chance ILM will let me release the source. But it's not too hard - mainly just a matter of going through the docmentation and seeing how it maps to python expressions. After you've done it once you'll never have to fiddle with those opcodes again :-)sigfpehttps://www.blogger.com/profile/08096190433222340957noreply@blogger.comtag:blogger.com,1999:blog-11295132.post-43021110002314150572007-11-03T21:46:00.000-07:002007-11-03T21:46:00.000-07:00Wow, it's crazy this hasn't been done before. I'v...Wow, it's crazy this hasn't been done before. I've been playing around with Ruby with RenderMan, perhaps I'll try this in Ruby...<BR/><BR/>I wrote a Python Procedural a while back that would take a .geo file from Houdini and instance blobbies onto the particle system, and it was always a pain to fiddle with the opcode generation manually.<BR/><BR/>Any chance we can get the source? (Doubtful, I know, but worth a shot at least...)Unknownhttps://www.blogger.com/profile/01267502885537154951noreply@blogger.com