Utilisation : Les liens ne sont pas apparents. Pour obtenir des informations sur un mot clé, cliquez-le dans le script !
// Persistence Of Vision Ray Tracer Scene Description File // File: radiosity.pov // Vers: 3.5 // Desc: radiosity demo scene // Date: August 2001 // Auth: Christoph Hormann // -w320 -h240 // -w512 -h384 +a0.3 #version 3.5; global_settings { assumed_gamma 1 radiosity { // Settings 1 (fast) pretrace_start 0.08 pretrace_end 0.02 count 50 error_bound 0.5 recursion_limit 1 } /* radiosity { // Settings 2 (medium quality) pretrace_start 0.08 pretrace_end 0.01 count 120 error_bound 0.25 recursion_limit 1 } radiosity { // Settings 3 (high quality) pretrace_start 0.08 pretrace_end 0.005 count 400 error_bound 0.1 recursion_limit 1 } radiosity { // Settings 4 (medium quality, recursion_limit 2) pretrace_start 0.08 pretrace_end 0.005 count 350 error_bound 0.15 recursion_limit 2 }*/ } fog { fog_type 2 fog_alt 1.3 fog_offset 0 color rgb <0.7, 0.8, 0.9> distance 800 } // =============================== camera { // Camera 1 location <7.5, 1.3, 6.5> right (4/3)*x look_at <0, 1.3, 0> angle 45 } /* camera { // Camera 2 ultra_wide_angle location <7.5, 1.3, 6.5> right (4/3)*x look_at <0, 1.3, 0> angle 126 }*/ // Three alternative light sources, // also try without light light_source { // Light 1 <-5000, 14000, 15000> color rgb <1.0, 0.9, 0.78>*2.3 } /* light_source { // Light 2 <-5000, 4000, 15000> color rgb <1.1, 0.93, 0.78>*2.1 } light_source { // Light 3 <5000, 14000,-15000> color rgb <1.0, 0.9, 0.78>*2.3 }*/ // =============================== sphere { // Sky <0, 0, 0>, 1 texture { pigment { gradient y color_map { [0.0 color rgb <1.0, 1.0, 1.0>] [0.3 color rgb <0.5, 0.6, 1.0>] } } finish {diffuse 0 ambient 1} } scale 10000 hollow on no_shadow } #declare Tex_1 = texture { pigment {color rgb 0.8} finish { ambient 0.0 diffuse 0.6 specular 0.1 } } #declare Tex_2 = texture { pigment {color rgb <0.9, 0.65, 0.3>} finish { ambient 0.0 diffuse 0.6 } } plane { y, 0 texture {Tex_2} } #declare Column_Block = union { #declare Cnt = 0; #while (Cnt < 8.8) cylinder {<4.4, 0.2, 4.4-Cnt>, <4.4, 3.6, 4.4-Cnt>, 0.2} #declare Cnt = Cnt+(8.8/3); #end } #declare Walls = difference { box {<-10,-0.1,-10>, <10, 4, 10>} box {<-9, 0.3,-9>, <9, 3.5, 9>} box {<-4, 0.1,-4>, <4, 5, 4>} intersection { merge { cylinder {<0, 0.3, 0>, <0, 0.3, 12>, 2} cylinder {<0, 0.3, 0>, <0, 0.3, 12>, 2 rotate 180*y} cylinder {<0, 0.3, 0>, <0, 0.3, 12>, 2 rotate 90*y} cylinder {<0, 0.3, 0>, <0, 0.3, 12>, 2 rotate -90*y} } plane {y, 0.3 inverse} } } #declare Col_Base = difference { box {<-4.7, 0,-4.7>, <4.7, 3.6, 4.7>} box {<-4.1,-0.1,-4.1>, <4.1, 4, 4.1>} box {<-5, 0.5,-5>, <5, 3.3, 5>} } union { object {Walls} object {Column_Block} object {Column_Block rotate 180*y} object {Column_Block rotate 90*y} object {Column_Block rotate -90*y} object {Col_Base} texture {Tex_1} }
Et voici ce que nous obtenons :
| Caméra 1 | Caméra 2 | |||||||
| Source lumineuse | Source lumineuse | |||||||
| Settings | N°1 | N°2 | N°3 | Aucune | N°1 | N°2 | N°3 | Aucune |
| fast | 1 | 0,954 | 1 | 0,818 | 1 | 1 | 1,045 | 0,818 |
| medium quality | 2,818 | 2,727 | 2,773 | 2,182 | 3,227 | 3,091 | 3,182 | 2,364 |
| high quality | 17,773 | 17,273 | 17,318 | 12,818 | 21,5 | 21,227 | 21,773 | 15,409 |
| medium quality, recursion_limit 2 | 48,5 | 48,682 | 48,136 | 40,318 | 65,682 | 64,773 | 64,681 | 57,864 |