Re: [Bf-committers] Super-sampling and anti-aliasing

2010-09-21 Thread Daniel Salazar - 3Developer.com
Thank you for your preliminar tests, very interested to see the new ones.

Daniel Salazar
www.3developer.com



On Tue, Sep 21, 2010 at 3:10 PM, Tevhadij Shwejpoi tevha...@gmail.com wrote:
 Hi Brecht,

 Using the Full Oversampling option on the material should make it
 compute the full shading/texturing for each subpixel sample.

 Thank you. This is what I was looking for. I apologize for not digging
 deep enough.

 I will now update the previous results so we can finally compare.

 Kind regargs,
 Tev
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Re: [Bf-committers] Super-sampling and anti-aliasing

2010-09-21 Thread Tevhadij Shwejpoi
Dear All,

While I am at it, is there a way to produce an infinite plane?

Kind regards,
Tev
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Re: [Bf-committers] Super-sampling and anti-aliasing

2010-09-21 Thread Roger Wickes
Every system has limits. Afaik, Blender's is 10,000 units in any direction. 
Use Mist to have things fade out to infinity.

 --Roger


Check out my website at www.rogerwickes.com for a good deal on my book and 
training course, as well as information about my latest activities. Use coupon
Papasmurf for $15 off!



- Original Message 
From: Tevhadij Shwejpoi tevha...@gmail.com
To: bf-blender developers bf-committers@blender.org
Sent: Tue, September 21, 2010 5:35:29 PM
Subject: Re: [Bf-committers] Super-sampling and anti-aliasing

Dear All,

While I am at it, is there a way to produce an infinite plane?

Kind regards,
Tev
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Re: [Bf-committers] Super-sampling and anti-aliasing

2010-09-18 Thread raulf
Hello :)

  Thanks for your will to improve Blender, sampling algorithms are always
wellcome, and a really nice adition to the Blender toolbox though not
many people realize their importance at first sigth.

  I would like to help you if no one with more skills have the time to do so

   feel free to contact me at ra...@info.upr.edu.cu

Regards  Farsthary

 Dear all,

 I posted the message below to the  Academic  Research list, where I
 was advised to post here.

 I am a computer graphics professor and one of my areas of expertise is
 sampling. I have recently designed a family of new supersampling
 approaches (better kernels) and found them to work very well in my own
 prototype. The resulting images are sharper and less aliased than
 those obtained with standard kernels such as box, tent,
 mitchell-netravali, catmull-rom etc. The downside is that noise can
 become more apparent if present.

 The implementation is not particularly complicated, and it was a
 simple matter to modify pbrt-v2 to support these new kernels. As the
 next step, I decided to implement them in Blender, figuring that this
 would benefit a larger audience. In the process, I have been somewhat
 confused with what I can infer from Blender's source-code.

 Is there a kind and soul reading this list who is interested in this
 topic, knows a bit about the workings of Blender, and available to
 exchange a few words with me? It seems as though it may be possible to
 improve Blender's sampling even disregarding my own research efforts.

 Kind regards,
 Tev
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 Bf-committers@blender.org
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Re: [Bf-committers] Super-sampling and anti-aliasing

2010-09-18 Thread Knapp
On Sat, Sep 18, 2010 at 5:01 PM,  ra...@info.upr.edu.cu wrote:
 Hello :)

  Thanks for your will to improve Blender, sampling algorithms are always
 wellcome, and a really nice adition to the Blender toolbox though not
 many people realize their importance at first sigth.

Being one of those people, do you have a link with some pics, so that
I can learn?
Thanks.


-- 
Douglas E Knapp

Creative Commons Film Group, Helping people make open source movies
with open source software!
http://douglas.bespin.org/CommonsFilmGroup/phpBB3/index.php

Massagen Arbeit in Gelsenkirchen Buer
http://douglas.bespin.org/tcm/ztab1.htm
Please link to me and trade links with me!

Open Source Sci-Fi mmoRPG Game project.
http://sf-journey-creations.wikispot.org/Front_Page
http://code.google.com/p/perspectiveproject/
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Re: [Bf-committers] Super-sampling and anti-aliasing

2010-09-18 Thread Daniel Salazar - 3Developer.com
Great, do you have a page with documentation and samples? nothing
speaks better than a pic you know. Also I recommend contacting Matt
Ebb about questions (hehe hi matt!)
Daniel Salazar
www.3developer.com



On Thu, Sep 16, 2010 at 12:49 PM, tevhadij shwejpoi tevha...@gmail.com wrote:
 Dear all,

 I posted the message below to the  Academic  Research list, where I
 was advised to post here.

 I am a computer graphics professor and one of my areas of expertise is
 sampling. I have recently designed a family of new supersampling
 approaches (better kernels) and found them to work very well in my own
 prototype. The resulting images are sharper and less aliased than
 those obtained with standard kernels such as box, tent,
 mitchell-netravali, catmull-rom etc. The downside is that noise can
 become more apparent if present.

 The implementation is not particularly complicated, and it was a
 simple matter to modify pbrt-v2 to support these new kernels. As the
 next step, I decided to implement them in Blender, figuring that this
 would benefit a larger audience. In the process, I have been somewhat
 confused with what I can infer from Blender's source-code.

 Is there a kind and soul reading this list who is interested in this
 topic, knows a bit about the workings of Blender, and available to
 exchange a few words with me? It seems as though it may be possible to
 improve Blender's sampling even disregarding my own research efforts.

 Kind regards,
 Tev
 ___
 Bf-committers mailing list
 Bf-committers@blender.org
 http://lists.blender.org/mailman/listinfo/bf-committers

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Re: [Bf-committers] Super-sampling and anti-aliasing

2010-09-18 Thread Tevhadij Shwejpoi
Dear all,

It is great to find help! I will produce a few samples this week (no
access to my office's computer this weekend) and post them on-line.
Since I am not an artist, those samples will most likely include a
checkerboard and a zonal plate. :) I will also try to replicate these
results with Blender so we can compare.

Regards,
Tev
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[Bf-committers] Super-sampling and anti-aliasing

2010-09-16 Thread tevhadij shwejpoi
Dear all,

I posted the message below to the  Academic  Research list, where I
was advised to post here.

I am a computer graphics professor and one of my areas of expertise is
sampling. I have recently designed a family of new supersampling
approaches (better kernels) and found them to work very well in my own
prototype. The resulting images are sharper and less aliased than
those obtained with standard kernels such as box, tent,
mitchell-netravali, catmull-rom etc. The downside is that noise can
become more apparent if present.

The implementation is not particularly complicated, and it was a
simple matter to modify pbrt-v2 to support these new kernels. As the
next step, I decided to implement them in Blender, figuring that this
would benefit a larger audience. In the process, I have been somewhat
confused with what I can infer from Blender's source-code.

Is there a kind and soul reading this list who is interested in this
topic, knows a bit about the workings of Blender, and available to
exchange a few words with me? It seems as though it may be possible to
improve Blender's sampling even disregarding my own research efforts.

Kind regards,
Tev
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