rotate the image rendered by pbrt - graphics

I have used pbrt to render my scene. I have specified the viewing angle in the scene file and on rendering it with pbrt I see the image from that specific viewing angle. I want to know if there exists a way by which I can rotate the scene rendered by pbrt using my mouse in real time

No.
To see if it is even possible, render a scene and time how ling it takes. In order to get it real-time you will need pbrt to render at least a few frames a second, preferably 60!
I don't think this is going to happen in 2016.
Alternatively you will need something like an OpenGL representation to perform the real-time interaction and then the rendered scene can only be displayed over the top (once the rendering has been finished). the frustums need to match in order for you to do this otherwise what the user interacts with will not be the same as what they see rendered.
If your editing the scene file, it sounds like your not in coding land and so the only possibility is to write some program that can display the scene (in GL) and update the scene file information to be the same as the current camera and render using pbrt. Its all going to take a long time (pbrt needs to parse the file each time, and re-buffer all the geometry) since supplying the file means pbrt won't save anything from the previous state and so will have to construct acceleration structures etc as well as rendering the scene. Each frame!
Even in code pbrt is not going to give you great performance. It's not designed for that, more to be a physically accurate path tracer (as the name suggests). In order to get anything remotely near real-time, you'll need some bad ass acceleration structures and better command of the light model you are using. If you really are interested your probably need to write your own renderer. Look into Metropolis Light Transport (MLT) and Vertex connect merge (VCM), which are much more refined/efficient models using Monte Carlo method.
Plus some pretty decent hardware with lots of cores, or a decent gfx card if wish to employ SIMD through Cuda or equivalent.
[EDIT] Also note that the pbrt renderer, is based on a book "Physically Based Rendering (From Theory to Implementation)" ISBN-13: 978-0123750792. Which outlines how to implement your own version of pbrt.

Related

Render loop vs. explicitely calling update method

I am working on a 3D simulation program using openGL which uses a render loop with a fixed framerate to keep the screen updated as the world changes. Standard procedure really, and for a typical video game this is certainly the best approach (I originally took this code from an openGL game tutorial). But for me, the 3D scene will not be changing as rapidly and unpredictably as in a computer game. It will be possible for the 3D scene itself to change from time to time but in general it won't change between render calls (it's more of a visualisation tool for geometric problems). The user will be able to control the position/orientation of the camera but in general there will be times when the camera won't move for several seconds/minutes (potentially hundreds of render calls) and since the 3D scene is likely be static for the majority of the time, I wonder if I really need a continuous render loop...?
My thinking is that I will remove the automatic render loop and instead I will explicitly call my update method when either,
The 3D scene changes (very rare)
The camera moves (somewhat rare)
As I will be using this largely for research purposes, the scene/camera is likely to stay in one state for several minutes at a time and it seems silly to be continuously updating the frame buffer when it's not changing.
My question then is, is this a good approach? All the online tutorials for 3D graphics rendering seem to deal with game design but that's not really my requirement. In other words, what are the pros and cons of using a render loop vs. manually calling "update()" whenever something changes?
Thanks
There's no problem with this approach, in fact many 3D apps, like 3DS MAX use explicit rendering. You just pick what is better for your needs, in most games scene changes each frame so it's better to have update loop, but if you were doing some chess game, without animated UI you could also use explicit rendering only when the scene changes.
For apps with rare changes, like 3DS or Blender it would be better to call rendering only on change. This way you save the CPU/GPU but also power and your PC don't heat up so much.
With explicit rendering you can also have some performance tricks, like drawing simplified scene when camera moves, for better performance. Then when camera stops you render the full scene in background once again, and replace the low-quality rendering with the new one.

Controlling depth buffer and drawing order in OpenSceneGraph

I'm working on a little GIS app using OSG, but i'm quite a newbie with it.
As the view is not changing a lot, i'm not struggling to keep a decent fps ratio.
I have to draw multiple layers on the same view. Layers may overlaps, but not always.
Right now, to be able to choose which layer is on top of the others, i'm using the PolygonOffet properties, but I don't like it.
Here is what I want to try :
-put a clear node on my root to clear all the buffers
-put a clear node on top of each layer node to clear only the depth buffer
-find a way to force OSG to draw those layer in a specific order
So my question is :
- Is it possible ?
- How can I choose the rendering order of my layer's node ?
You can clear buffers with cameras. E.g. if your main camera draws everything and you want to only clear one buffer, you can add a second camera that does nothing than just having the same renderTargetImplementation, attach the DepthBuffer to it, having the GL_DEPTH_BUFFER_BIT clearMask and let it render after your main camera.
For cameras you can choose a rendering order via setRenderOrder and for nodes you can work with setRenderBin.
If you use the multiple camera solution, you have a multipass rendering though, that may get costly, since in your case you would probably draw each layer with it's own camera.
On a sidenote, what you want is to avoid z-fighting and there are several techniques to do so. Maybe with this keyword you can find an answer.

How do I create a real-time rendering window from scratch?

I've been studying 3D graphics on my own for a while now and I want to get a greater understanding of just how everything works. What I would like to do is to create a simple game without using DirectX or OpenGL. I understand most of the math I believe, but the problem I am running up against is I do not know how to get control of the pixels being displayed in a window.
How do I specify what color I want each pixel in my window to be?
I understand I will probably run into issues with buffers and image shearing and probably terrible efficiency problems, but I want to create my own program so that I could see from the very lowest level, of the high level language, how the rendering process works. I really have no idea where to start though. I've figured out how to output BMPs, but I would like to have a running program spitting out 20+ frames per second. How do I accomplish this?
You could pick a environment that allows you to fill an array with values for pixels and display it as a bitmap. This way you come closest to poking RGB values in video memory. WPF, Silverlight, HTML5/Javascript can do this. If you do not make it full screen these technologies should suffice for now.
In WPF and Silverlight, use the WriteableBitmap.
In HTML5, use the canvas
Then it is up to you to implement the logic to draw lines, circles, bezier curves, 3D projections.
This is a lot of fun and you will learn a lot.
I'm reading between the lines that you're more interested in having full control over the rendering process from a low level, rather than having a specific interest in how to achieve that on one specific platform.
If that's the case then you will probably get a good bang for your buck looking at a library like SDL which provides you with a frame buffer that you can render to directly but abstracts away a lot of the platform specifics issues. It has been around for quite a while and there are some good tutorials to give you an idea of whether it's the kind of thing you're looking for - see this tutorial and the subsequent one in the same series, which should be enough to get you up and running.
You say you want to create some kind of a rendering engine, meaning desinging you own Pipeline and matrice classes. Which you are to use to transform 3D coordinates to 2D points.
When you have got the 2D points you've been looking for. You can use say for instance on windows, you can select a brush and draw you triangle values while coloring them at the same time.
I do not know why you would need Bitmaps, but if you want to practice say Texturing you can also do that yourself although off course on a weak computer this might take your frames per second significantly.
If you aim is to understand how rendering works on the lowest level. This is with no doubt a good practice.
Jt Schwinschwiga

Fast pixel drawing library

My application produces an "animation" in a per-pixel manner, so i need to efficiently draw them. I've tried different strategies/libraries with unsatisfactory results especially at higher resolutions.
Here's what I've tried:
SDL: ok, but slow;
OpenGL: inefficient pixel operations;
xlib: better, but still too slow;
svgalib, directfb, (other frame buffer implementations): they seem perfect but definitely too tricky to setup for the end user.
(NOTE: I'm maybe wrong about these assertions, if it's so please correct me)
What I need is the following:
fast pixel drawing with performances comparable to OpenGL rendering;
it should work on Linux (cross-platform as a bonus feature);
it should support double buffering and vertical synchronization;
it should be portable for what concerns the hardware;
it should be open source.
Can you please give me some enlightenment/ideas/suggestions?
Are your pixels sparse or dense (e.g. a bitmap)? If you are creating dense bitmaps out of pixels, then another option is to convert the bitmap into an OpenGL texture and use OpenGL APIs to render at some framerate.
The basic problem is that graphics hardware will be very different on different hardware platforms. Either you pick an abstraction layer, which slows things down, or code more closely to the type of graphics hardware present, which isn't portable.
I'm not totally sure what you're doing wrong, but it could be that you are writing pixels one at a time to the display surface.
Don't do that.
Instead, create a rendering surface in main memory in the same format as the display surface to render to, and then copy the whole, rendered image to the display in a single operation. Modern GPU's are very slow per transaction, but can move lots of data very quickly in a single operation.
Looks like you are confusing window manager (SDL and xlib) with rendering library (opengl).
Just pick a window manager (SDL, glut, or xlib if you like a challenge), activate double buffer mode, and make sure that you got direct rendering.
What kind of graphical card do you have? Most likely it will process pixels on the GPU. Look up how to create pixel shaders in opengl. Pixel shaders are processing per pixel.

Advanced Text Rendering with Direct3D

Let me describe the "battlefield" of my task:
Multi-room audio/video chat with more than 1M users;
Custom Direct3D renderer;
What I need to implement is a TextOverVideo feature. The Text itself goes via network and is to be rendered on the recipient side with Direct3D renderer. AFAIK, it is commonly used in game development to create your own texture with letters/numbers and draw this items. Because our application must support many languages, we ought to use a standard. That's why I've been working with ID3DXFont interface but I've found out some unsatisfied limitations.
What I've faced is a lack of scalability. E.g. if user is resizing video window I have to RE-create D3DXFont with new D3DXFONT_DESC while he's doing that. I think it is unacceptable.
That is why the ONLY solution I see (due to my skills) is somehow render the text to a texture and therefore draw sprite with scaling, translation etc.
So, I'm not sure if I go into the correct direction. Please help with advice, experience, literature, sources...
Your question is a bit unclear. As I understand it, you want easily scalable font.
I think it is unacceptable
As far as I know, this is standard behavior for fonts - even for system fonts. They aren't supposed to be easily scalable.
Possible solutions:
Use ID3DXRenderTarget for rendering text onto texture. Font will be filtered when you scale it up too much. Some people will think that it looks ugly.
Write custom library that supports vector fonts. I.e. - it should be able to extract font outline from font, and build text from it. It will be MUCH slower than ID3DXFont (which is already slower than traditional "texture" fonts). Text will be easily scalable. Using this way, you are very likely to get visible artifacts ("noise") for small text. I wouldn't use that approach unless you want huge letters (40+ pixels). Freetype library may have functions for processing font outlines.
Or you could try using D3DXCreateText. This will create 3D text for ONE string. Won't be fast at all.
I'd forget about it. As long as user is happy about overall performance, improving font rendering routines (so their behavior looks nice to you) is not worth the effort.
--EDIT--
About ID3DXRenderTarget.
EVen if you use ID3DXRenderTarget, you'll need ID3DXFont. I.e. you use ID3DXFont to render text onto texture, and then use texture to blit text onto screen.
Because you said that performance is critical, you can delay creation of new ID3DXFont until user stops resizing video. I.e. When user starts resizing video, you use old font, but upscale it using texture. There will be filtering, of course. Once user stops resizing, you create new font when you have time. you probably can do that in separate thread, but I'm not sure about it. OR you could simply always render text in the same resolution as video. This way you won't have to worry about resizing it (it still will be filtered - along with the video). Some video players work this way.
Few more things about ID3DXFont. There is one problem with ID3DXFont - it is slow in situations where you need a lot of text (but you still need it, because it supports unicode, and writing texturefont with unicode support is pain). Last time I worked with it I optimized things by caching commonly used strings in the textures. I.e. any string that was drawn more than 3 frames in the row were rendered onto D3DFMT_A8R8G8B8 texture/render target, and then I've been copying that string from texture instead of using ID3DXFont. Strings that weren't rendered for a while, were removed from texture. That gave some serious boost. This solution, however is tricky - monitoring empty space in the texture, removing unused strings, and defragmenting the texture isn't exactly trivial (there is nothing exceptionally complicated, but it is easy to make a mistake). You won't need such complicated system unless your screen is literally covered by text.
ID3DXFont fonts are flat, always parallel to the screen. D3DXCreateText are meshes that can be scaled and rotated.
Texture fonts are fuzzy and don't look very clear. Not good for an app that uses lots of small text.
I am writing an app that can create 500 text meshes, each mesh averaging 3,000-5,000 vertices. The text meshes are created once, then are static. I get 700 fps on a GeForce 8800.

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