[HN Gopher] Ray Tracing with POV-Ray: 25 scenes in 25 days (2013) ___________________________________________________________________ Ray Tracing with POV-Ray: 25 scenes in 25 days (2013) Author : todsac Score : 94 points Date : 2020-05-01 15:30 UTC (7 hours ago) (HTM) web link (github.com) (TXT) w3m dump (github.com) | erjiang wrote: | Wow, the state of the art in 3D rendering has changed | dramatically. The state of the art in _open source_ 3D rendering | has changed even more dramatically. | | Compare these screenshots from 2013 (although I think POV-Ray was | looking pretty dated by then) to renders that come out of | Blender's Cycle renderer now. | | The big change is that everyone has moved to "physically based | rendering" that do path-tracing for propagating light through a | scene. Old-school raytracing cannot know how light indirectly | bounces off a wall, for example, leading to artificial-looking | shadows and flat lighting. | | Anyways, anyone interested in making neat little 3D scenes like | in this GitHub should try out Blender - it's shockingly easy to | make realistic renders compared to several years ago. | | Edit: Blender's Cycles rendering engine seems to have been | included with Blender since 2011. POV-Ray probably represents | 2000s-era tech, although I think it can do more than what's | demonstrated in this post. | ginko wrote: | Even in 2013 this wasn't really the state of the art anymore. | LuxRender came out in 2008. | selfsimilar wrote: | I agree the quality of the render engine is much better with | physical rendering, but I still love constructive solid | geometry and the ideal of pure curves to define the scene | geometry. All these meshes with their triangles! Whatever | happened to using NURBS or metaballs or other non-polygonal | modeling? | zodiac wrote: | You can have physically based rendering with those non- | triangle primitives too! | weinzierl wrote: | You can have, there is just no renderer that supports it, | or is there? | BubRoss wrote: | Polygons can be smoother and subdivided efficiently at render | time without artifacts, which is how they are used now. Nurbs | and other curved surface representations end up with huge | problems pragmatically when it comes to tools, workflow, | visualization, texture coordinates, keeping the surfaces | together etc. The list is long. Polygons are very simple in | all these areas and can be made smooth at render time so you | get the best of both worlds. If you were in a production | situation it wouldn't be long before you gave up these | ideals. | selfsimilar wrote: | Pragmatically, I think the real issue is editor tooling. | Polygons are much simpler to subdivide and edit and are | perfect for real-time interaction, at least much better for | high-complexity scenes. At render time, though, you need to | use a bunch of extra tricks to get the right smoothing - | bump/texture mapping, increased subdivision, etc. But some | of these other models might actually decrease the scene | complexity and increase quality if you could convert the | model at render-time. | BubRoss wrote: | It isn't just tooling. | | > At render time, though, you need to use a bunch of | extra tricks to get the right smoothing | | Nurbs or any smooth geometry needs to be subdivided too. | You can set levels, max size of polygons, smoothness | constraints subdivide based on the pixel size from the | camera projection or any combination. In practice this is | not a problem for polygons or nurbs. | | > - bump/texture mapping, | | This is orthogonal to the geometry type, with the | exception that UV coordinates are far easier to deal with | with polygons. | | > increased subdivision, | | There isn't any increased subdivision, both geometry | types need to subdivided. Blue Sky's renderer raytraced | nurbs directly but this isn't generally as good as just | tracing subdivided polygons. | | Polygonal geometry, even subdivided, is typically not a | big part of memory or time in rendering in all but the | most pathological cases. 4k would still mean that one | polygon per pixel would be 8 million polygons, which is | going to pale in comparison to texture data typically. | berkut wrote: | > Polygonal geometry, even subdivided, is typically not a | big part of memory or time in rendering in all but the | most pathological cases. 4k would still mean that one | polygon per pixel would be 8 million polygons, which is | going to pale in comparison to texture data typically. | | Erm, at VFX level at least, that's not really true: once | you have hero geometry that needs displacement (not just | bump/normal mapping), you effectively have to dice down | to micropoly level for everything in the camera frustum. | And with path tracing (what everyone's using these days, | at least in VFX), geometry caching/paging is too | expensive to be used in practice with incoherent rays | bouncing everywhere. Disney's Hyperion renderer does do | that, but it spends a considerable amount of time sorting | ray batches, and it was built to do exactly that. | | Image textures, on the other hand, _can_ be paged fairly | well, and generally in shade-on-hit pathtracers (all of | the commercial ones), this works reasonably well with a | fairly limited texture cache size (~8 - > 16 GB). | Mipmapped textures are used, so for most non-camera rays | that haven't hit tight specular BSDFs not much texture | data is actually needed. | | Once things like hair/fur curves come into the picture, | generally geometry takes up even more memory. | michal_f wrote: | 3delight also traces SDS and nurbs analitycally. In | offline renderers geometry data constitutes to most of | memory usage. Texture RAM usage is kept under a few GB by | use of page-based cache. | BubRoss wrote: | Multiple gigabytes of geometry is a lot. That ends up | working out to potentially dozens of hundreds of polygons | per pixel. Even so the person I was replying to seemed to | wonder why everything converted to polygons, which is | because of a more holistic pragmatism. | berkut wrote: | Now try it with displacement :) | | Agree in general about geometry memory though: in high- | end VFX, displacement is pretty much always used, so you | have to dice down to micropoly for hero assets (unless | they're far away or out of frustum). | dahart wrote: | > Nurbs or any smooth geometry needs to be subdivided too | | Not true; lots of smooth surfaces, including NURBS, can | be and are ray traced without subdividing. | | > Polygonal geometry, even subdivided, is typically not a | big part of memory or time in rendering in all but the | most pathological cases. | | I don't buy this either, speaking from experience using | multiple commercial renderers. It is true that texture is | larger, but not true that polygonal geometry is not a big | part of memory consumption. RenderMan, for example, does | adaptive tessellation of displacement mapped surfaces | because they will run out of memory with a uniform | displacement. | | The balance of geometry vs texture usages is also | changing right now with GPU ray tracers, and geometry is | taking up a larger portion because it has to be resident | for intersection, while textures can be paged. | BubRoss wrote: | > I don't buy this either, speaking from experience using | multiple commercial renderers. | | It of course depends on exactly what is being rendered, | but typically texture maps of assets for high quality cg | are done at roughly the expected resolution of the final | renders (rounded to a square power of 2). Typical assets | will have three or four maps applied to each group of | geometry, with higher quality hero assets having more | groups. | | > RenderMan, for example, does adaptive tessellation of | displacement mapped surfaces because they will run out of | memory with a uniform displacement. | | It is specifically screen space displacement and this has | been effective, but was originally crucial in the days | where 8MB of memory cost the same as someone's yearly | salary. In PRman actually polygons are even less of a | burden on memory because of this with micropolygon and | texture caches for efficiency, even with raytracing. | | The real point here though is that nurbs don't really | have much of an advantage, even in memory, because | polygons are already lightweight and can be smoothed. | Subdividing of polygons is typically not going to be too | different from burbs and heavy polygonal meshes are | likely to be extremely difficult to replicate with nurbs. | | Don't get too caught up in exactly what is technically | possible, this is about why nurbs are not an ideal form | of geometry that anyone is trying to use again. Their | disadvantages outweigh their advantages by a huge margin. | Aardwolf wrote: | Every time I see a pipe, bucket, goblet or round thing in a | game with otherwise very realistic rendering, I'm reminded | I'm just playing a rendered game, due to seeing polygonal | shapes rather than a true round bucket/goblet/pipe, and | wonder if a quadratic surface would not look better and be | more efficient. | | Well, that and banding in the gradient of a sky. Those two | things break the otherwise so realistic rendering quite | commonly. | klodolph wrote: | I think you may have missed what the parent comment was | saying--that the polygons can be _made smooth_ before | render time. This is not a question of just faking it | with normals. Instead, you can actually just work with a | polygonal mesh and then post-process it to make it | actually smooth. The classic technique for this is | Catmull-Clark subdivision. If you think polygons on | screen are offensive, you can just run the algorithm | until the individual polygons are under the size of a | pixel. | | The fact that you see polygons on an otherwise circular | object in a game just means that the game isn't giving | you a more detailed mesh when objects are close to the | screen. There are a lot of reasons for this, and it's | important to consider that you often get the best overall | quality in modern real-time graphics with retopologized | meshes. It's easy enough to make these with a given | quality and make lower-LODs from them, but just as a | matter of consequence you won't see higher-LODs than the | retopologized version. And why bother making super-high- | LOD models anyway? If you look closely at an object | there's a finite amount of texture/model/etc. detail that | the game can present. Might as well make the LOD for the | model complement the amount of detail in the texture. | | The whole process is rather complicated these days, with | different workflows (even different programs) for organic | objects (like people, animals, demons, whatever) and hard | surfaces like goblets, stone tiles, architecture, etc. | The two _main_ things people want to do when modeling are | sculpt and create a sensible topology, and surfaces like | NURBs (or worse, Bezier curves) turned out to be a bit | cumbersome for both sculpting and creating meshes. | tlb wrote: | Yes, but then any edges that should have been sharp get | rounded too. | holoduke wrote: | You can apply the algorithm on a subset of vertices. | Exclude all the sharp edges. An extra falloff algorithm | can make it even better | [deleted] | michal_f wrote: | You can have sharp edges and vertices with subdiv | surfaces. | dahart wrote: | This seems like a strange way to frame it. Polygons aren't | what get subdivided. Subdivision surfaces & NURBS are what | get subdivided, and those are routinely used in production | and have tooling. Polygons by themselves don't get any | smoother or provide the advantages you're talking about, | nor do they solve all problems of workflow, tex coords, | stitching, etc. | holoduke wrote: | You can apply subdivision on any type of geometry. Even | voxels. Tesselation is also a form of subdividing. | TylerE wrote: | That's the beauty of CSG though... it's volumetric, not | surface based | BubRoss wrote: | I'm not sure what you are trying to say here, | constructive solid geometry does not solve any of the | problems I mentioned and would have to be treated | specially to be raytraced (while being likely being much | slower). | | Converting it to polygons at a modeling or effects stage | is workable but rendering it directly is unlikely to be | widely valuable any more. | TylerE wrote: | There is no need to "subdivide" because the exact volume | of the object can be calculated exactly to any arbitrary | detail. | BubRoss wrote: | And what do you subdivide it to? How do you trace rays | against it? How do you map textures on to it? How do you | visualize it in real time? How do you work with it in a | different program? | TylerE wrote: | You don't subdivide. It's a mathematical intersection. | BubRoss wrote: | Right, but the rest of the questions remain, along with | the usefulness of CSG in real scenarios. CSG can be | interesting, but it does end up being very impractical | for anything except for some specific effects that are | then turned into polygons. It is technically possible to | create sdfs and trace against those I'm sure, but csg is | rarely used and baking it to sdf instead of polygons even | more so. | TylerE wrote: | POV-Ray disagrees. It _renders CSG_. It never converts to | polygons. So stop saying what a 30 year old program does | is "impossible". | BubRoss wrote: | I didn't say it was impossible, I'm talking about why | these other geometry types aren't typically used instead | of polygons. | | I asked 'how do you trace rays against it' because to do | it directly is not fast, yet you are left with all the | problems I stated that you skipped over. Think about what | it would take to directly trace lots of overlapping | primitives. What you gain from tracing it directly is | minimal and what you give up is substantial. | TylerE wrote: | Look at the POV-Ray source code. It does it. Again, I am | literally telling you how the software under discussion | works. and you keep insisting it is not so. It's open | source! | CyberDildonics wrote: | How would that make it easier to work with? | TylerE wrote: | You can do things like take shape A and then subtract | shape B from it and all works, no matter how complex the | intersection. | TylerE wrote: | That's rather unfair to POV-Ray. These are hardly | representative of what it's capable of. | | Look through the old IRTC archives, for instance: | http://ftp.irtc.org/stills/index.html | | People were doing stuff like this | (http://oz.irtc.org/ftp/pub/stills/1999-04-30/13hystri.jpg) in | 1999. | beering wrote: | Using this very nice POV-Ray render from Wikipedia: https://u | pload.wikimedia.org/wikipedia/commons/thumb/e/ec/Gl... | | It features a lot of effects (radiosity, HDR maps, etc.) | which are added on top of its basic functionality. There's | been a big shift in how rendering is approached, from the old | way of adding a pile of special effects onto your original | non-realistic renderer, to a newer way of simulating light as | it physically works and using that as the foundation of the | renderer. | | And there's still a lot of in-between as well, but having | gone from 3ds Max's scanline renderer to 3ds Max + Mental | Ray, to Blender + Cycles, it feels very different to use. | | There are still some effects that Mental Ray (and it looks | like POV-Ray) can do that Cycles can't. Photon-mapped | caustics seems to be one, although I think LuxRender is FOSS | and can do that. | TylerE wrote: | > It features a lot of effects (radiosity, HDR maps, etc.) | which are added on top of its basic functionality | | Huh? POV-Ray has supported radiosity for literally decades, | since sometime around 1995. | anthk wrote: | Yep, I'm tired of these kids saying PovRay coudn't do | shit as if PovRay had in 1997 the same capabilities of an | Irix machine from 1987. They couldn't even be more wrong | with that. | | I remember seeing photoreallistic images made with PovRay | in 1997 you coudn't even do with a GPU today in real | time. | | Kids today have a lot of ignorance on the 90's | technologies, guess why they confuse the 80's and the | 90's a lot thanks to that shitty vaporwave culture, | having fake nostalgia on something they never truly | experienced. | | Man, I was playing 720p video under a Divx code in early | 00's with a Pentium3 and multimedia was on its heayday, | thus, people showing up a CGA pallete has no sense, it | already was retro back in the day, you had those in the | old MSDOS games you were running under W98 or DOSEmu | under Linux, among the rest of the emulators for the ZX | Spectrum and MSX for example. | | Sorry for my rant, but I had to say it. The late 90's had | nothing to do with early 90's, the technology shift we've | seen it was outstanding. From DOS under a 286 in my early | Elementary school, to W98 emulating Pokemon in my pre-HS | days among recording TV streams in a computer, all of | that in 5-6 years. | | From 30Mhz and 5 1/4 floppies to ~450/600 MHZ a bunch of | GB in 1999. For sure PovRay could do a lot more than | these kids think. | cambalache wrote: | The explosion of JS and web development created a culture | of people totally ignorant of the hard-learned lessons | since the 1960s. That is why you see constant | reinventions of the wheel, a shitty wheel at that. | anthk wrote: | No, I didn't mean that. I mean people today looks like | disabled on looking up reliable sources and just parrot a | simple opinion on software over 20 years old without | looking the Hall Of Fame on its homepage. | | That and their selfish issue being unable to acknowledge | the 90's legacy and we could achieve in early 00's. For | example their previous comment stating as if everything | was invented in late 00's/early 10's and we were badly | surviving with DOS and Amigas in late 90's, when, FFS, | people began to __emulate __Amigas in '99 with UAE. | | Man, we have Voodoo's and Geforce's exploded in late | 90's, raytracing was done in software but we didn't do | the crippled examples people is trying to show off to the | rest as if it was what we truly do in the 90's. Not even | close. Even a 286 could do these under half and hour or a | full one, but that was the 3D lore from _several_ years | ago. | morsch wrote: | > From 30Mhz and 5 1/4 floppies to ~450/600 MHZ a bunch | of GB in 1999. | | From rare instances of people accessing their local BBS | at 9600 Baud to accessing a worldwide communications | network as a matter of course, often at broadband speed. | | The past 20 years really have been rather dull in | comparison. | holoduke wrote: | When you are inside a time or period not a lot of change | is felt, but once you look back you can see incredible | changes. You mention that last 20 years are dull. I think | that the last 10 years are the era of smart phone | revolution. A pretty big thing. Certainly belongs in the | top 50 most impactful inventions and adoptations in human | history. In 200 years from now the late 00s will be seen | as the start of global connectivity. | anthk wrote: | Not so much. PocketPC's were on par on the 1st | iPhone/Android phones with similar 3D gaming/multimedia | capabilities, albeit as much as expensive and not as | usable. | joefourier wrote: | I haven't felt a lot of incredible changes in the last | ten years. In 2010 I had an iPhone 4, and I don't think | there is a major qualitative difference between it and | the latest smartphones. The computing performance may | have improved since, but apart from loading increasingly | bloated websites faster and allowing for higher-quality | photographs, I haven't felt any major changes. | | Otherwise, the changes in lifestyle since 2010 have been | incremental at best. 10 years ago I could buy most things | online, watch YouTube videos, consulted Google maps, had | smartphone text, audio and video chat. Now I can watch | videos in 4K and the internet connection is faster, and | although computer graphics have indeed improved, it is | nothing like the leap from 1990 to 2000. | | The only new exciting development is virtual reality, | which is unfortunately still fairly niche. | anthk wrote: | ISDN was a good boost over a 56k modem too. Not DSL | speeds, but bearable. With Opera and its proxy (and its | awesome cacheing options) you had a pretty smooth | browsing, almost a clone of DSL speed and usability | standards. | holoduke wrote: | You are right, but the same can be said between 85 and | 95. The evolution of realtime 3d graphics was insane. | From some low FPS 3d line engines to full blown textured | 3d engines. | anthk wrote: | 90-96 is big enough. From the NES/Genesis/286 to the | Pentium MMX and the multimedia PC playing MPEG videos and | games like Quake. In some PC's you could even _emulate_ | the Genesis under DOS, and a year later, the NeoGeo | fully, which was "the big thing" in the early 90's. A | huge step in six years. | nunodonato wrote: | ahh good ol' IRTC. | | I remember looking at this entry in particular: | http://www.irtc.org/ftp/pub/stills/2006-06-30/hideaway.jpg | and thinking "how the hell is that possible?" | minxomat wrote: | That's like saying Flatland (the movie) was representative of | the animation tech at the time. | | Remember that The Third and The Seventh was done by a single | person in 2009, and is entirely modeled and rendered with tech | available back then: https://vimeo.com/7809605 | the_cat_kittles wrote: | i dunno, i found it pretty good for making a big 3d datavis- | shameless plug: | https://somestuffforyoutolookat.ml/pages/hourly_carbon_la.ht... | anthk wrote: | http://hof.povray.org/mouille.html | | Year 2000. You don't know a lot, and I guess you didn't have a | look on the PovRay's hall of fame. | thefifthelf wrote: | I entered some of those irtc comps. Povray appealed to the | programmer and the artist in me. Writing algorithms (macros) in | povray to create trees or place raindrops made you really look | into how nature works. It's a challenge that requires a certain | mindset. | gorgoiler wrote: | (Edit: oh wow, it's really heartening to read how POVRay has such | a positive impact on so many others as well, almost 30 years | ago!) | | There is a special place in my heart for POVray. After BBC Basic, | it was the first coding I ever did all the way back in '94. | | The thrill of changing an object from opaque to glass, and the | anticipation of watching the ray scan grind to a treacle-like | pace as it passed over any glass objects. Happier times, simpler | times! | | May it live forever. | selfsimilar wrote: | I credit POV-Ray with getting me into programming in the early | 90s. A fascination with computer graphics led to Fractint, POV- | Ray, and dreams of someday being able to play Kai's Powertools | and SGI machines. I think I even had a subscription to some black | and white POV-ray zine. Can't remember what it was called though. | EvanAnderson wrote: | POV-Ray was the reason that I wanted a 486 DX back in the | mid-90's, and not a puny FPU-less 486 SX like my friends had. | | I didn't do much with it, ultimately, but I really enjoyed | noodling around w/ POV-Ray. Rendering a bunch of TGA files and | then stringing them together into an animated GIF (or was it an | FLC?) was a major exercise. | | I recall 15 y/o me trying to explain it to the "oldster" who my | father purchased the PC from (a guy who was probably in his late | 30s). "No-- there's no camera. It's a _virtual_ camera that I | place in code for the scene. UGH! You don 't understand!" (To be | fair, this was a guy who mainly sold PCs and accounting software | and wrote code for dBase/Clipper...) | Synaesthesia wrote: | Lol I made really great FLC files of those 4D fractals, | Quarternions, which you could animate by changing the | parameters. Good times | ujeezy wrote: | I got into POV-Ray in the late 90s when I wanted 3D graphics for | my Geocities page. I was in over my head in every dimension | (scripting, math, artistic ability), but it was incredibly | rewarding, and the newsgroup gave me a very positive early | impression of what a community can feel like on the internet. | nikodunk wrote: | I love POV ray so much. It's what originally got me into | programming in the late 90s/early 2000s. Found out about it from | a PlayStation 1 Magazine. | philsnow wrote: | My interest in POVRay helped me in my high school math classes: | I was really into making animations in POVRay and at the time I | was in calculus and it really made parametric equations "click" | for me. | Macuyiko wrote: | It holds a special place in my heart as well. In 2002, my | parents gave me a book "Multitool Linux" [1] which wasn't a | spectacularly well received one, containing a mix of wildly | different topics, but this was exactly what I needed as a teen | experimenting with Linux for the first time. One of the | chapters was about POV-Ray, and I remember being amazed with | this newly-discovered canvas. I spend hours looking at images | others had created and wondering how they'd pulled it off. I | think I never got much further than rendering small animations | on my (if I recall correctly) 400Mhz pc. Good times. | | (As an aside, I'd completely forgotten the title of the book, | although vaguely remembering the cover and time frame. It's so | hard to find older stuff using Google when only having some | vague descriptions. I found it by remembering that I read a | book review years later and after some digging around could | locate the review back to https://www.linux.com/news/book- | review-multitool-linux/ based on the style of writing, which I | remembered. I must have read that book to pieces. The chapter | using Wireshark was also amazing to me.) | | [1] | https://books.google.be/books?id=g0CPF6MEFcUC&printsec=front... | ur-whale wrote: | This has not aged well. Modern OpenSource renders like e.g. | luxcorerender produce way more realistic images: | | https://luxcorerender.org/gallery/ | anthk wrote: | And povray could do that far earlier than luxcorender. | | http://hof.povray.org/ | DanBC wrote: | I'm not sure it's fair to compare a gallery of images created | while learning the software with a gallery of images created by | people who are very familiar with their software. | trevortheblack wrote: | If anyone is interested in getting started on Ray Tracing | _today_. I recommend Peter Shirley's _Ray Tracing In One Weekend_ | Series. | | https://raytracing.github.io/ | | (I edited the later editions) | packetslave wrote: | also Jamis Buck's "The Ray Tracer Challenge" | grep_it wrote: | Real Time Rendering maintains a list of high quality free | resources including "Ray Tracing: In One Weekend" | http://www.realtimerendering.com/#intro | s800 wrote: | Another recommendation: DKBtrace, which is a predecessor to | Povray, has easier to grok code. IMHO. | weinzierl wrote: | This is a bit off-topic but I really love POV-Ray and I think it | is a fun fact people reading this thread might like: | | POV-Ray was actually run in space by none less than Mark | Shuttleworth when he was on the ISS in 2002. | | [1] http://www.povray.org/posters/ | oceanghost wrote: | My lord, had no idea POV-ray was still around. POV-Ray and | Fractint inspired years of asembley graphics programming when I | was a teenager... | jordache wrote: | how is POVRay used in modern workflows these days? | | It's extremely counter intuitive to articulate a 3d scene in | code. Maybe for some applications, exactness in the 3d scene via | code is useful. | elihu wrote: | As far as I know, it's not. The turing-complete scene | description language and the many ways of representing geometry | that makes POV-Ray so powerful and fun to use also makes it | very difficult to interoperate with other tools. | | POV-Ray is mostly used by hobbyists, students, and people who | need to visualize some data and need a tool that can be easily | scripted for their needs. | klodolph wrote: | I loved POV-Ray in the 1990s and early 2000s. The thing is--it's | ridiculous to try and make something remotely complicated or | organic with POV-Ray, unless you are using some modeling program | that can export to POV-Ray format. | | POV-Ray scenes were dominated by procedural textures and | geometric primitives, for the most part. The rendering engine was | very strong, and supported all sorts of features like area | lighting, depth of field, motion blur, global illumination, | caustics, volumetric lighting, etc. All of these were supported | way back in the day before they became more common in other | engines, and of course, using these features made your render | times horrific back on early-2000s single-CPU machines. | | The way a lot of us did modeling in POV-Ray was with a pencil and | some graph paper. Without a good modeling program, you were | setting yourself up for a ton of work. So I'd try to get the most | out of simple models, and make it look as good as possible with | lighting. | | Funny enough, if you are used to CSG then you may need some time | to adapt to modern workflows. Blender supports CSG, of course, | but there are some caveats that you should pay attention to. | CrLf wrote: | POV-Ray was my introduction to programming, before actual | programming. Graph paper and a lot of trial and error. | | My longest render was 50 hours for a single 640x480 image, with | caustics and area lighting. 50 hours of a Pentium 100 MHz | buzzing near my bed. | gorgoiler wrote: | Pentium? Pentium! We were lucky to have half a 486 and even | then it were powered by ferrets, wi'owt e'en DX floating | point coprocessor to its name. | W-Stool wrote: | Monty Python voice: "You were lucky!" | holoduke wrote: | How long would it take now on a modern machine? :) 5 , 10min? | dan-robertson wrote: | Pentiums weren't that old. It would depend a lot on gpu | rather than cpu. | gedy wrote: | I really loved this aspect of POV-Ray back then. As a "normal" | programmer it was really nice to be able to script very complex | scenes procedurally. E.g. https://vimeo.com/105317159 | beagle3 wrote: | I printed the source code of POV-Ray in 1989 when it was still | called DKBTrace (named after its' author, David Kirk Buck) and | studied it carefully over a few weeks. It was my introduction to | the underlying implementation of (then) modern OO - Turbo C++ 1.0 | was released in 1990. It was also my introduction to CSG. | | Ah, the nostalgia. Thanks, David, and the entire POVRay team. ___________________________________________________________________ (page generated 2020-05-01 23:00 UTC)