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From: Twitter <con...@tw...> - 2014-02-25 05:33:35
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From: Gerardo H. <ma...@si...> - 2010-12-03 14:09:05
|
Makura, thank you for letting me know that solved your problem. 2010/12/3 makura <y_m...@ya...>: > Thanks Gerardo, > it works. > > Create myshader folder > > C:\RIB\jrman-0_4>javac -classpath > %JRMAN_HOME%\jar\jrman.jar;%JRMAN_HOME%\jar\ve > cmath.jar;%JRMAN_HOME%\jar\commons-cli-1.0.jar myshader/SurfaceFirst.java > > > C:\RIB\jrman-0_4>cd jar > > C:\RIB\jrman-0_4\jar>jar uvf jrman.jar > %JRMAN_HOME%\myshader\SurfaceFirst.class > C:/RIB/jrman-0_4/myshader/SurfaceFirst.class (in = 642) (out = 359) > (44% ) > > C:\RIB\jrman-0_4\jar>cd.. > > > set > CLASSPATH=%JRMAN_HOME%\jar\jrman.jar;%JRMAN_HOME%\jar\vecmath.jar;%JRMAN_HOME%\jar\commons-cli-1.0.jar;%JRMAN_HOME%\myshader > > > C:\RIB\jrman-0_4>jrman first.rib > > Completed. > > Thank you for your support. > > makura > > > > --- Gerardo Horvilleur <ma...@si...> wrote: > >> Make sure that you include the compiled class file >> (SurfaceFirst.class) in your CLASSSPATH when you run jrMan. >> >> Don't hesitate to ask if you have anymore questions. Thank you for >> using jrMan! >> >> On Thu, Dec 2, 2010 at 3:17 AM, makura <y_m...@ya...> wrote: >> > Thanks Gerardo, >> > it works. >> > >> > I tried to make a constant shader with java. >> > but it doesn't work. >> > >> > folowing : SurfaceFirst.java. >> > -------------------------- >> > >> > import javax.vecmath.Color3f; >> > >> > import org.jrman.grid.BooleanGrid; >> > import org.jrman.grid.Color3fGrid; >> > import org.jrman.grid.FloatGrid; >> > import org.jrman.render.ShaderVariables; >> > import org.jrman.shaders.SurfaceShader; >> > >> > /* >> > �SurfaceFirst.java >> > */ >> > >> > public class SurfaceFirst extends SurfaceShader { >> > >> > � �public void shade(ShaderVariables sv) { >> > � � � �super.shade(sv); >> > � � � �sv.Oi.set(sv.Os); >> > � � � �sv.Ci.mul(sv.Cs, sv.Oi); >> > � �} >> > } >> > --------------------------- >> > >> > folowing : a RIB file. >> > ###### >> > #first.rib >> > Display "first.tif" "framebuffer" "rgb" >> > Projection "perspective" "fov" [45] >> > LightSource "ambientlight" 1 "intensity" [0.2] >> > LightSource "spotlight" 2 "from" [-1 1 0 ] "to" [0 0 3] "intensity" >> [3] >> > Translate 0 0 3 >> > WorldBegin >> > Color [1 0 0] >> > Surface "First" >> > Sphere 1 -1 1 360 >> > WorldEnd >> > ##### >> > >> > C:\jrman-0_4\model>jrman first.rib >> > Unknown surface shader: First, replacing with fakedlight surface >> shader >> > first.rib time: 0h0m7s >> > Total time: 0h0m7s >> > >> > it doesn't work. >> > Can I make a shader? >> > Where are Shaders directory? >> > >> > Thank you for your support. >> > >> > makura >> > >> > >> > >> > >> > --- Gerardo Horvilleur <ma...@si...> wrote: >> > >> >> SurfaceClouds.java is the source for a surface shader to be used >> from >> >> inside jrMan, it is not a standalone program. >> >> >> >> To use it, you must run jrMan to render a RIB file where you >> specify >> >> that you want to use that surface shader. In the sample file >> >> noiseShadersTest.rib you can see how to specify a �surface > shader >> in >> >> a >> >> RIB file. >> >> >> >> It would be something like this: >> >> >> >> Surface "clouds" "uniform float noisescale" 2 "uniform integer >> >> noiseoctaves" 5 >> >> >> >> On Wed, Dec 1, 2010 at 8:55 AM, makura <y_m...@ya...> >> wrote: >> >> > Hi, >> >> > I'm studying RenderMan. >> >> > I compiled jrman-0_4/src/SurfaceClouds.java. >> >> > >> >> > C:\jrman-0_4\src>javac -classpath >> >> > >> >> >> > >> > %JRMAN_HOME%\jar\jrman.jar;%JRMAN_HOME%\jar\vecmath.jar;%JRMAN_HOME%\jar\commons-cli-1.0.jar >> >> > SurfaceClouds.java >> >> > >> >> > there is SurfaceClouds.class. >> >> > but it didn't work. >> >> >>java SurfaceClouds >> >> > Exception in thread "main" java.lang.NoSuchMethodError?: main >> >> > >> >> > Is SurfaceClouds shader? >> >> > Can I set up a scene with SurfaceClouds.class and a RIB. >> >> > Is there a way to use the SurfaceClouds.class? >> >> > I hope a sample file. >> >> > >> >> > Thank you for your support. >> >> > >> >> > makura >> >> > >> >> > >> >> >> > >> > ------------------------------------------------------------------------------ >> >> > Increase Visibility of Your 3D Game App & Earn a Chance To Win >> >> $500! >> >> > Tap into the largest installed PC base & get more eyes on your >> game >> >> by >> >> > optimizing for Intel(R) Graphics Technology. Get started today >> with >> >> the >> >> > Intel(R) Software Partner Program. Five $500 cash prizes are up >> for >> >> grabs. >> >> > http://p.sf.net/sfu/intelisp-dev2dev >> >> > _______________________________________________ >> >> > Jrman-user mailing list >> >> > Jrm...@li... >> >> > https://lists.sourceforge.net/lists/listinfo/jrman-user >> >> > >> >> >> >> >> >> >> >> -- >> >> Gerardo Horvilleur >> >> ma...@si... >> >> 5282-3314 >> >> 044 55 2709-0509 >> >> >> >> >> > >> > ------------------------------------------------------------------------------ >> >> Increase Visibility of Your 3D Game App & Earn a Chance To Win >> $500! >> >> Tap into the largest installed PC base & get more eyes on your >> game >> >> by >> >> optimizing for Intel(R) Graphics Technology. Get started today >> with >> >> the >> >> Intel(R) Software Partner Program. Five $500 cash prizes are up >> for >> >> grabs. >> >> http://p.sf.net/sfu/intelisp-dev2dev >> >> _______________________________________________ >> >> Jrman-user mailing list >> >> Jrm...@li... >> >> https://lists.sourceforge.net/lists/listinfo/jrman-user >> >> >> > >> > >> > >> > ------------------------------------------------------------------------------ >> > Increase Visibility of Your 3D Game App & Earn a Chance To Win >> $500! >> > Tap into the largest installed PC base & get more eyes on your game >> by >> > optimizing for Intel(R) Graphics Technology. Get started today with >> the >> > Intel(R) Software Partner Program. Five $500 cash prizes are up for >> grabs. >> > http://p.sf.net/sfu/intelisp-dev2dev >> > _______________________________________________ >> > Jrman-user mailing list >> > Jrm...@li... >> > https://lists.sourceforge.net/lists/listinfo/jrman-user >> > >> >> >> >> -- >> Gerardo Horvilleur >> ma...@si... >> 5282-3314 >> 044 55 2709-0509 >> >> > ------------------------------------------------------------------------------ >> Increase Visibility of Your 3D Game App & Earn a Chance To Win $500! >> Tap into the largest installed PC base & get more eyes on your game >> by >> optimizing for Intel(R) Graphics Technology. Get started today with >> the >> Intel(R) Software Partner Program. Five $500 cash prizes are up for >> grabs. >> > === 以下のメッセージは省略されました === > > > ------------------------------------------------------------------------------ > Increase Visibility of Your 3D Game App & Earn a Chance To Win $500! > Tap into the largest installed PC base & get more eyes on your game by > optimizing for Intel(R) Graphics Technology. Get started today with the > Intel(R) Software Partner Program. Five $500 cash prizes are up for grabs. > http://p.sf.net/sfu/intelisp-dev2dev > _______________________________________________ > Jrman-user mailing list > Jrm...@li... > https://lists.sourceforge.net/lists/listinfo/jrman-user > -- Gerardo Horvilleur ma...@si... 5282-3314 044 55 2709-0509 |
From: makura <y_m...@ya...> - 2010-12-03 14:00:26
|
Thanks Gerardo, it works. Create myshader folder C:\RIB\jrman-0_4>javac -classpath %JRMAN_HOME%\jar\jrman.jar;%JRMAN_HOME%\jar\ve cmath.jar;%JRMAN_HOME%\jar\commons-cli-1.0.jar myshader/SurfaceFirst.java C:\RIB\jrman-0_4>cd jar C:\RIB\jrman-0_4\jar>jar uvf jrman.jar %JRMAN_HOME%\myshader\SurfaceFirst.class C:/RIB/jrman-0_4/myshader/SurfaceFirst.class (in = 642) (out = 359) (44% ) C:\RIB\jrman-0_4\jar>cd.. set CLASSPATH=%JRMAN_HOME%\jar\jrman.jar;%JRMAN_HOME%\jar\vecmath.jar;%JRMAN_HOME%\jar\commons-cli-1.0.jar;%JRMAN_HOME%\myshader C:\RIB\jrman-0_4>jrman first.rib Completed. Thank you for your support. makura --- Gerardo Horvilleur <ma...@si...> wrote: > Make sure that you include the compiled class file > (SurfaceFirst.class) in your CLASSSPATH when you run jrMan. > > Don't hesitate to ask if you have anymore questions. Thank you for > using jrMan! > > On Thu, Dec 2, 2010 at 3:17 AM, makura <y_m...@ya...> wrote: > > Thanks Gerardo, > > it works. > > > > I tried to make a constant shader with java. > > but it doesn't work. > > > > folowing : SurfaceFirst.java. > > -------------------------- > > > > import javax.vecmath.Color3f; > > > > import org.jrman.grid.BooleanGrid; > > import org.jrman.grid.Color3fGrid; > > import org.jrman.grid.FloatGrid; > > import org.jrman.render.ShaderVariables; > > import org.jrman.shaders.SurfaceShader; > > > > /* > > �SurfaceFirst.java > > */ > > > > public class SurfaceFirst extends SurfaceShader { > > > > � �public void shade(ShaderVariables sv) { > > � � � �super.shade(sv); > > � � � �sv.Oi.set(sv.Os); > > � � � �sv.Ci.mul(sv.Cs, sv.Oi); > > � �} > > } > > --------------------------- > > > > folowing : a RIB file. > > ###### > > #first.rib > > Display "first.tif" "framebuffer" "rgb" > > Projection "perspective" "fov" [45] > > LightSource "ambientlight" 1 "intensity" [0.2] > > LightSource "spotlight" 2 "from" [-1 1 0 ] "to" [0 0 3] "intensity" > [3] > > Translate 0 0 3 > > WorldBegin > > Color [1 0 0] > > Surface "First" > > Sphere 1 -1 1 360 > > WorldEnd > > ##### > > > > C:\jrman-0_4\model>jrman first.rib > > Unknown surface shader: First, replacing with fakedlight surface > shader > > first.rib time: 0h0m7s > > Total time: 0h0m7s > > > > it doesn't work. > > Can I make a shader? > > Where are Shaders directory? > > > > Thank you for your support. > > > > makura > > > > > > > > > > --- Gerardo Horvilleur <ma...@si...> wrote: > > > >> SurfaceClouds.java is the source for a surface shader to be used > from > >> inside jrMan, it is not a standalone program. > >> > >> To use it, you must run jrMan to render a RIB file where you > specify > >> that you want to use that surface shader. In the sample file > >> noiseShadersTest.rib you can see how to specify a �surface shader > in > >> a > >> RIB file. > >> > >> It would be something like this: > >> > >> Surface "clouds" "uniform float noisescale" 2 "uniform integer > >> noiseoctaves" 5 > >> > >> On Wed, Dec 1, 2010 at 8:55 AM, makura <y_m...@ya...> > wrote: > >> > Hi, > >> > I'm studying RenderMan. > >> > I compiled jrman-0_4/src/SurfaceClouds.java. > >> > > >> > C:\jrman-0_4\src>javac -classpath > >> > > >> > > > %JRMAN_HOME%\jar\jrman.jar;%JRMAN_HOME%\jar\vecmath.jar;%JRMAN_HOME%\jar\commons-cli-1.0.jar > >> > SurfaceClouds.java > >> > > >> > there is SurfaceClouds.class. > >> > but it didn't work. > >> >>java SurfaceClouds > >> > Exception in thread "main" java.lang.NoSuchMethodError?: main > >> > > >> > Is SurfaceClouds shader? > >> > Can I set up a scene with SurfaceClouds.class and a RIB. > >> > Is there a way to use the SurfaceClouds.class? > >> > I hope a sample file. > >> > > >> > Thank you for your support. > >> > > >> > makura > >> > > >> > > >> > > > ------------------------------------------------------------------------------ > >> > Increase Visibility of Your 3D Game App & Earn a Chance To Win > >> $500! > >> > Tap into the largest installed PC base & get more eyes on your > game > >> by > >> > optimizing for Intel(R) Graphics Technology. Get started today > with > >> the > >> > Intel(R) Software Partner Program. Five $500 cash prizes are up > for > >> grabs. > >> > http://p.sf.net/sfu/intelisp-dev2dev > >> > _______________________________________________ > >> > Jrman-user mailing list > >> > Jrm...@li... > >> > https://lists.sourceforge.net/lists/listinfo/jrman-user > >> > > >> > >> > >> > >> -- > >> Gerardo Horvilleur > >> ma...@si... > >> 5282-3314 > >> 044 55 2709-0509 > >> > >> > > > ------------------------------------------------------------------------------ > >> Increase Visibility of Your 3D Game App & Earn a Chance To Win > $500! > >> Tap into the largest installed PC base & get more eyes on your > game > >> by > >> optimizing for Intel(R) Graphics Technology. Get started today > with > >> the > >> Intel(R) Software Partner Program. Five $500 cash prizes are up > for > >> grabs. > >> http://p.sf.net/sfu/intelisp-dev2dev > >> _______________________________________________ > >> Jrman-user mailing list > >> Jrm...@li... > >> https://lists.sourceforge.net/lists/listinfo/jrman-user > >> > > > > > > > ------------------------------------------------------------------------------ > > Increase Visibility of Your 3D Game App & Earn a Chance To Win > $500! > > Tap into the largest installed PC base & get more eyes on your game > by > > optimizing for Intel(R) Graphics Technology. Get started today with > the > > Intel(R) Software Partner Program. Five $500 cash prizes are up for > grabs. > > http://p.sf.net/sfu/intelisp-dev2dev > > _______________________________________________ > > Jrman-user mailing list > > Jrm...@li... > > https://lists.sourceforge.net/lists/listinfo/jrman-user > > > > > > -- > Gerardo Horvilleur > ma...@si... > 5282-3314 > 044 55 2709-0509 > > ------------------------------------------------------------------------------ > Increase Visibility of Your 3D Game App & Earn a Chance To Win $500! > Tap into the largest installed PC base & get more eyes on your game > by > optimizing for Intel(R) Graphics Technology. Get started today with > the > Intel(R) Software Partner Program. Five $500 cash prizes are up for > grabs. > === 以下のメッセージは省略されました === |
From: Gerardo H. <ma...@si...> - 2010-12-02 16:28:57
|
Make sure that you include the compiled class file (SurfaceFirst.class) in your CLASSSPATH when you run jrMan. Don't hesitate to ask if you have anymore questions. Thank you for using jrMan! On Thu, Dec 2, 2010 at 3:17 AM, makura <y_m...@ya...> wrote: > Thanks Gerardo, > it works. > > I tried to make a constant shader with java. > but it doesn't work. > > folowing : SurfaceFirst.java. > -------------------------- > > import javax.vecmath.Color3f; > > import org.jrman.grid.BooleanGrid; > import org.jrman.grid.Color3fGrid; > import org.jrman.grid.FloatGrid; > import org.jrman.render.ShaderVariables; > import org.jrman.shaders.SurfaceShader; > > /* > SurfaceFirst.java > */ > > public class SurfaceFirst extends SurfaceShader { > > public void shade(ShaderVariables sv) { > super.shade(sv); > sv.Oi.set(sv.Os); > sv.Ci.mul(sv.Cs, sv.Oi); > } > } > --------------------------- > > folowing : a RIB file. > ###### > #first.rib > Display "first.tif" "framebuffer" "rgb" > Projection "perspective" "fov" [45] > LightSource "ambientlight" 1 "intensity" [0.2] > LightSource "spotlight" 2 "from" [-1 1 0 ] "to" [0 0 3] "intensity" [3] > Translate 0 0 3 > WorldBegin > Color [1 0 0] > Surface "First" > Sphere 1 -1 1 360 > WorldEnd > ##### > > C:\jrman-0_4\model>jrman first.rib > Unknown surface shader: First, replacing with fakedlight surface shader > first.rib time: 0h0m7s > Total time: 0h0m7s > > it doesn't work. > Can I make a shader? > Where are Shaders directory? > > Thank you for your support. > > makura > > > > > --- Gerardo Horvilleur <ma...@si...> wrote: > >> SurfaceClouds.java is the source for a surface shader to be used from >> inside jrMan, it is not a standalone program. >> >> To use it, you must run jrMan to render a RIB file where you specify >> that you want to use that surface shader. In the sample file >> noiseShadersTest.rib you can see how to specify a surface shader in >> a >> RIB file. >> >> It would be something like this: >> >> Surface "clouds" "uniform float noisescale" 2 "uniform integer >> noiseoctaves" 5 >> >> On Wed, Dec 1, 2010 at 8:55 AM, makura <y_m...@ya...> wrote: >> > Hi, >> > I'm studying RenderMan. >> > I compiled jrman-0_4/src/SurfaceClouds.java. >> > >> > C:\jrman-0_4\src>javac -classpath >> > >> > %JRMAN_HOME%\jar\jrman.jar;%JRMAN_HOME%\jar\vecmath.jar;%JRMAN_HOME%\jar\commons-cli-1.0.jar >> > SurfaceClouds.java >> > >> > there is SurfaceClouds.class. >> > but it didn't work. >> >>java SurfaceClouds >> > Exception in thread "main" java.lang.NoSuchMethodError?: main >> > >> > Is SurfaceClouds shader? >> > Can I set up a scene with SurfaceClouds.class and a RIB. >> > Is there a way to use the SurfaceClouds.class? >> > I hope a sample file. >> > >> > Thank you for your support. >> > >> > makura >> > >> > >> > ------------------------------------------------------------------------------ >> > Increase Visibility of Your 3D Game App & Earn a Chance To Win >> $500! >> > Tap into the largest installed PC base & get more eyes on your game >> by >> > optimizing for Intel(R) Graphics Technology. Get started today with >> the >> > Intel(R) Software Partner Program. Five $500 cash prizes are up for >> grabs. >> > http://p.sf.net/sfu/intelisp-dev2dev >> > _______________________________________________ >> > Jrman-user mailing list >> > Jrm...@li... >> > https://lists.sourceforge.net/lists/listinfo/jrman-user >> > >> >> >> >> -- >> Gerardo Horvilleur >> ma...@si... >> 5282-3314 >> 044 55 2709-0509 >> >> > ------------------------------------------------------------------------------ >> Increase Visibility of Your 3D Game App & Earn a Chance To Win $500! >> Tap into the largest installed PC base & get more eyes on your game >> by >> optimizing for Intel(R) Graphics Technology. Get started today with >> the >> Intel(R) Software Partner Program. Five $500 cash prizes are up for >> grabs. >> http://p.sf.net/sfu/intelisp-dev2dev >> _______________________________________________ >> Jrman-user mailing list >> Jrm...@li... >> https://lists.sourceforge.net/lists/listinfo/jrman-user >> > > > ------------------------------------------------------------------------------ > Increase Visibility of Your 3D Game App & Earn a Chance To Win $500! > Tap into the largest installed PC base & get more eyes on your game by > optimizing for Intel(R) Graphics Technology. Get started today with the > Intel(R) Software Partner Program. Five $500 cash prizes are up for grabs. > http://p.sf.net/sfu/intelisp-dev2dev > _______________________________________________ > Jrman-user mailing list > Jrm...@li... > https://lists.sourceforge.net/lists/listinfo/jrman-user > -- Gerardo Horvilleur ma...@si... 5282-3314 044 55 2709-0509 |
From: makura <y_m...@ya...> - 2010-12-02 09:18:07
|
Thanks Gerardo, it works. I tried to make a constant shader with java. but it doesn't work. folowing : SurfaceFirst.java. -------------------------- import javax.vecmath.Color3f; import org.jrman.grid.BooleanGrid; import org.jrman.grid.Color3fGrid; import org.jrman.grid.FloatGrid; import org.jrman.render.ShaderVariables; import org.jrman.shaders.SurfaceShader; /* SurfaceFirst.java */ public class SurfaceFirst extends SurfaceShader { public void shade(ShaderVariables sv) { super.shade(sv); sv.Oi.set(sv.Os); sv.Ci.mul(sv.Cs, sv.Oi); } } --------------------------- folowing : a RIB file. ###### #first.rib Display "first.tif" "framebuffer" "rgb" Projection "perspective" "fov" [45] LightSource "ambientlight" 1 "intensity" [0.2] LightSource "spotlight" 2 "from" [-1 1 0 ] "to" [0 0 3] "intensity" [3] Translate 0 0 3 WorldBegin Color [1 0 0] Surface "First" Sphere 1 -1 1 360 WorldEnd ##### C:\jrman-0_4\model>jrman first.rib Unknown surface shader: First, replacing with fakedlight surface shader first.rib time: 0h0m7s Total time: 0h0m7s it doesn't work. Can I make a shader? Where are Shaders directory? Thank you for your support. makura --- Gerardo Horvilleur <ma...@si...> wrote: > SurfaceClouds.java is the source for a surface shader to be used from > inside jrMan, it is not a standalone program. > > To use it, you must run jrMan to render a RIB file where you specify > that you want to use that surface shader. In the sample file > noiseShadersTest.rib you can see how to specify a surface shader in > a > RIB file. > > It would be something like this: > > Surface "clouds" "uniform float noisescale" 2 "uniform integer > noiseoctaves" 5 > > On Wed, Dec 1, 2010 at 8:55 AM, makura <y_m...@ya...> wrote: > > Hi, > > I'm studying RenderMan. > > I compiled jrman-0_4/src/SurfaceClouds.java. > > > > C:\jrman-0_4\src>javac -classpath > > > %JRMAN_HOME%\jar\jrman.jar;%JRMAN_HOME%\jar\vecmath.jar;%JRMAN_HOME%\jar\commons-cli-1.0.jar > > SurfaceClouds.java > > > > there is SurfaceClouds.class. > > but it didn't work. > >>java SurfaceClouds > > Exception in thread "main" java.lang.NoSuchMethodError?: main > > > > Is SurfaceClouds shader? > > Can I set up a scene with SurfaceClouds.class and a RIB. > > Is there a way to use the SurfaceClouds.class? > > I hope a sample file. > > > > Thank you for your support. > > > > makura > > > > > ------------------------------------------------------------------------------ > > Increase Visibility of Your 3D Game App & Earn a Chance To Win > $500! > > Tap into the largest installed PC base & get more eyes on your game > by > > optimizing for Intel(R) Graphics Technology. Get started today with > the > > Intel(R) Software Partner Program. Five $500 cash prizes are up for > grabs. > > http://p.sf.net/sfu/intelisp-dev2dev > > _______________________________________________ > > Jrman-user mailing list > > Jrm...@li... > > https://lists.sourceforge.net/lists/listinfo/jrman-user > > > > > > -- > Gerardo Horvilleur > ma...@si... > 5282-3314 > 044 55 2709-0509 > > ------------------------------------------------------------------------------ > Increase Visibility of Your 3D Game App & Earn a Chance To Win $500! > Tap into the largest installed PC base & get more eyes on your game > by > optimizing for Intel(R) Graphics Technology. Get started today with > the > Intel(R) Software Partner Program. Five $500 cash prizes are up for > grabs. > http://p.sf.net/sfu/intelisp-dev2dev > _______________________________________________ > Jrman-user mailing list > Jrm...@li... > https://lists.sourceforge.net/lists/listinfo/jrman-user > |
From: Gerardo H. <ma...@si...> - 2010-12-01 17:55:31
|
SurfaceClouds.java is the source for a surface shader to be used from inside jrMan, it is not a standalone program. To use it, you must run jrMan to render a RIB file where you specify that you want to use that surface shader. In the sample file noiseShadersTest.rib you can see how to specify a surface shader in a RIB file. It would be something like this: Surface "clouds" "uniform float noisescale" 2 "uniform integer noiseoctaves" 5 On Wed, Dec 1, 2010 at 8:55 AM, makura <y_m...@ya...> wrote: > Hi, > I'm studying RenderMan. > I compiled jrman-0_4/src/SurfaceClouds.java. > > C:\jrman-0_4\src>javac -classpath > %JRMAN_HOME%\jar\jrman.jar;%JRMAN_HOME%\jar\vecmath.jar;%JRMAN_HOME%\jar\commons-cli-1.0.jar > SurfaceClouds.java > > there is SurfaceClouds.class. > but it didn't work. >>java SurfaceClouds > Exception in thread "main" java.lang.NoSuchMethodError?: main > > Is SurfaceClouds shader? > Can I set up a scene with SurfaceClouds.class and a RIB. > Is there a way to use the SurfaceClouds.class? > I hope a sample file. > > Thank you for your support. > > makura > > ------------------------------------------------------------------------------ > Increase Visibility of Your 3D Game App & Earn a Chance To Win $500! > Tap into the largest installed PC base & get more eyes on your game by > optimizing for Intel(R) Graphics Technology. Get started today with the > Intel(R) Software Partner Program. Five $500 cash prizes are up for grabs. > http://p.sf.net/sfu/intelisp-dev2dev > _______________________________________________ > Jrman-user mailing list > Jrm...@li... > https://lists.sourceforge.net/lists/listinfo/jrman-user > -- Gerardo Horvilleur ma...@si... 5282-3314 044 55 2709-0509 |
From: makura <y_m...@ya...> - 2010-12-01 14:55:43
|
Hi, I'm studying RenderMan. I compiled jrman-0_4/src/SurfaceClouds.java. C:\jrman-0_4\src>javac -classpath %JRMAN_HOME%\jar\jrman.jar;%JRMAN_HOME%\jar\vecmath.jar;%JRMAN_HOME%\jar\commons-cli-1.0.jar SurfaceClouds.java there is SurfaceClouds.class. but it didn't work. >java SurfaceClouds Exception in thread "main" java.lang.NoSuchMethodError?: main Is SurfaceClouds shader? Can I set up a scene with SurfaceClouds.class and a RIB. Is there a way to use the SurfaceClouds.class? I hope a sample file. Thank you for your support. makura |
From: Gerardo h. <ma...@gm...> - 2007-02-21 04:36:43
|
jrMan 0.4 released. ------------------------- jrMan is an open source implementation of the REYES (Render Everything You Ever Saw) algorithm used by Pixar's PhotoRealistic Renderman to render images. New features in release 0.4: --------------------------- - NURBS - Curves - PatchMesh - Rational bicubic patches - Support for all the bicubic patch basis - TextureCoordinates - Delayed ReadArchive - Bug fixes (and speed improvements in some cases) in the occlusion culling code - A complete rewrite of the code to handle surface parameters (more flexible, smaller RAM footprint) - Smooth interpolation (for shading micropolygons) - "st" parameters on Polygons - Better area calculation for Mipmapped textures. - "blur" parameter on textures. - pnoise (for shaders) - smaller RAM footprint for PointsPolygons - "fixed" null normals bug (could sometimes happen in bicubic patches) - Correct handling of u, v, s and t parameters in bicubic patches, patch meshes, and PointsPolygons - Handle correctly polygon "N" parameter in rib - Many optimizations (both time and space) - alpha in "RGBA" output images - a new GUI For more information: http://www.jrman.org -- Gerardo Horvilleur ma...@si... 5813-0830 |
From: Gerardo h. <ma...@gm...> - 2004-11-22 23:12:49
|
John, We intend to implement the full RenderMan Specification. Before reading the source code I recommend that you read: Advanced RenderMan: Creating CGI for Motion Pictures http://www.amazon.com/exec/obidos/ASIN/1558606181/qid=1101164561/sr=2-1/ref=pd_ka_b_2_1/104-1657709-0682352 (chapter 6 is VERY important, it is the best documentation available on the REYES algorithm used in Pixar's PhotRealistic RenderMan) The RenderMan Interface Specification 3.2, available at: https://renderman.pixar.com/ The REYES algorithm does not use ray tracing, the closest it has to raytracing is reflection maps. An we haven't implemented them yet.... If you want to give it a try I recommend looking at the jrMan source code in MipMap.java and the book: Advanced Animation and Rendering Techniques http://www.amazon.com/exec/obidos/tg/detail/-/0201544121/qid=1101164872/sr=1-6/ref=sr_1_6/104-1657709-0682352?v=glance&s=books which has a very good explanation and some source code for reflection mapping in C (our mipmap implementation is also based on source code from this book) On Mon, 22 Nov 2004 14:22:27 -0800, John Wang <joh...@gm...> wrote: > Hi Gerardo: > > I have been doing a lot of server side programming and some work > in searching engines using Java. And I've found Java to be a better > choice for precisely the reasons you listed. I just didn't know Java > works well for raytracing implementations as well. It's very good to > know! > > I've written a very simple monte-carlo raytracer with primitives > such as sphere, cube, torus etc. with texture and bumping mapping. > Using the Phong shading model. It is very elementary comparing to > jrman. > > The reason for why I want to help out is that I think it is a very > good project and I also want an opportunity to learn more about image > synthesis/rendering. > > Is the plan to incorporating all the features in Aqsis or > Renderman into jrman? > > I'd happy to work on just about anything, any suggestions? In the > mean time, I will just get familiar with the code base. > > Thanks > > -John > > On Mon, 22 Nov 2004 15:46:23 -0600, Gerardo horvilleur > > > <ma...@gm...> wrote: > > Hi John, > > > > Sun's implementation of the JVM comes with a HotSpot compiler that > > translates CPU intensive methods into machine language. > > > > Actually there are 2 HotSpot compilers: > > > > 1. Client: simple optimizations, fast program startup. > > > > 2. Server: more sophisticated optimizations, slower program startup. > > > > The -server option is used to choose the server compiler. > > > > Why can jrMan be faster than Aqsis: > > > > 1. Java is much faster than most people assume it is. At execution > > time CPU intensive methods are translated into machine language. > > > > 2. C++ can be much slower than most people assume it is. When you > > program in C++, if you are not careful enough, it is very easy to > > write inefficient code. My own experience is that when using C++ for > > time critical code I had to keep checking the machine language code > > the compiler was generating to make sure it wasn't doing something I > > didn't want it to... This is partly due to operator overloading which > > allows you to write something as innocent looking as: a = b + c; and > > have that translated into hundreds or thousands of machine language > > instructions. > > > > 3. Memory management is extremely fast in Java. Most people assume > > that garbage collection is slow, but they probably have never run a C > > program with a profiler turned on. If they did the would discover that > > it is quite common to spend from 20% to over 50% of CPU time in malloc > > and free (or new and delete if you are using C++). I have rendered > > some extremely "memory management intensive" images with jrMan in > > which I created billions of objects and had dozens of millions of > > "live" objects, and garbage collection acounted for less than 10% of > > CPU time. > > > > In programs with static or very simple dynamic data structures, C (and > > sometimes C++) can be quite fast. But if you need to manage very > > complex dynamic data structures then you are going to spend much of > > your CPU time on malloc and free. > > > > Of course, you can always program your own memory management code > > optimized for your program needs, but when you have a complex > > algorithm (like REYES!) it becomes very dificult to know when it is > > safe to release a piece of memory. Most C++ programmers seem to like > > something which they call SmartPointers, which is basically doing > > garbage collection by reference counting. If they spent a little time > > reading about garbage collection they would find out that reference > > counting is absolutly the worst (performance wise) garbage collection > > algorithm! > > > > Your help is welcome! Is there anything you are particularly > > interested in implementing? > > > > > > > > On Sun, 21 Nov 2004 23:55:11 -0800, John Wang <joh...@gm...> wrote: > > > Hi Gerardo: > > > > > > Thanks for the info. > > > > > > It is a little counter-intuitive that jrman is that much faster > > > than Aqsis with Aqsis being implemented in C++ and jrman being > > > implemented in java. > > > > > > Can you elaborate a little more in terms of implementation why is or > > > what makes jrman faster? > > > > > > Why and How the -server option improves the performance? > > > > > > I would like to contribute as a developer, please let me know of ways > > > I can help. I have been doing Java programming since 1995 and I did > > > some very basic raytracing work at the University of Utah while > > > working for Evans & Sutherland. I'd like to learn more by helping out. > > > > > > Thanks > > > > > > -John > > > > > > On Sun, 21 Nov 2004 18:15:41 -0600, Gerardo horvilleur > > > > > > > > > <ma...@gm...> wrote: > > > > I just did one quick test with Pixie a few months ago so I really > > > > wouldn't be able to make an accurate comparison between Pixie and > > > > jrMan. > > > > > > > > From time to time we compara Aqsis and jrMan and we believe that: > > > > > > > > 1. Aqsis is, by far, a much more complete implementation of the > > > > Renderman Spec. Basically they seem to have implemented almost > > > > everything, while in jrMan we still have a big list of unimplemented > > > > featurees. > > > > > > > > 2. From our tests it seems that jrMan is faster than Aqsis. When > > > > running both programs on an Intel machine (the Mac OS X implementation > > > > of Java is not as fast as the Sun JDK on Intel) jrMan is faster than > > > > Aqsis, especially if you use the java -server option. On complex > > > > scenes jrMan is about twice as fast as Aqsis. > > > > > > > > > > > > > > > > > > > > On Sun, 21 Nov 2004 10:35:18 -0800, John Wang <joh...@gm...> wrote: > > > > > Thanks Gerardo, I got it to work. > > > > > > > > > > How does jrman compare with other open source rendering tools such as > > > > > Pixie or Aqsis in terms of functionality and performance? > > > > > > > > > > Thanks > > > > > > > > > > -John > > > > > > > > > > On Sat, 20 Nov 2004 19:06:50 -0600, Gerardo horvilleur > > > > > > > > > > > > > > > <ma...@gm...> wrote: > > > > > > I assume that by NPE you mean "NullPointerException". Did you get that > > > > > > with the sample rib files that come with the jrman 0.3 distribution? > > > > > > Please note that some of the rib files in the "model" directory are > > > > > > data files that are included in a scene with the "ReadArchive" command > > > > > > and are not meant to be rendered by themselves (the README.TXT lists > > > > > > the files than can be rendered). > > > > > > > > > > > > Current status: > > > > > > > > > > > > We have been very busy this year so we weren't able to advance as fast > > > > > > as we would have liked to, but we > > > > > > managed to implement: > > > > > > > > > > > > 1. Patch meshes > > > > > > 2. All bicubic basis > > > > > > 3. Reduced memory usage on models with a very large number of polygons. > > > > > > 4. Delayed ReadArchive > > > > > > 5. Better handling of parameters for many primitives > > > > > > 6. NURBS (not yet trimmed) > > > > > > 7. More fine tuning (and bug fixing!) in the occlusion culling code > > > > > > > > > > > > All of the above is in the CVS version and we expect to release jrman > > > > > > 0.4 shortly (in a couple of weeks?) > > > > > > > > > > > > We also did some work on the shading compiler, but there's still much > > > > > > to do before we can have something ready to release. > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > On Sat, 20 Nov 2004 12:01:32 -0800, John Wang <joh...@gm...> wrote: > > > > > > > Hi folks: > > > > > > > > > > > > > > What is the current status and directions of the jrman project? > > > > > > > > > > > > > > I downloaded jrman 0.3 and couldn't get it to work. Keep getting > > > > > > > a NPE when parsing the model files. I added worldBeging and worldEnd > > > > > > > method calls to get the renderer field instantiated, but then I get an > > > > > > > "invalid corrdinate system" and nothing gets rendered. > > > > > > > > > > > > > > Thanks > > > > > > > > > > > > > > -John > > > > > > > > > > > > > > ------------------------------------------------------- > > > > > > > This SF.Net email is sponsored by: InterSystems CACHE > > > > > > > FREE OODBMS DOWNLOAD - A multidimensional database that combines > > > > > > > robust object and relational technologies, making it a perfect match > > > > > > > for Java, C++,COM, XML, ODBC and JDBC. www.intersystems.com/match8 > > > > > > > _______________________________________________ > > > > > > > Jrman-user mailing list > > > > > > > Jrm...@li... > > > > > > > https://lists.sourceforge.net/lists/listinfo/jrman-user > > > > > > > > > > > > > > > > > > > ------------------------------------------------------- > > > > > > This SF.Net email is sponsored by: InterSystems CACHE > > > > > > FREE OODBMS DOWNLOAD - A multidimensional database that combines > > > > > > robust object and relational technologies, making it a perfect match > > > > > > for Java, C++,COM, XML, ODBC and JDBC. www.intersystems.com/match8 > > > > > > _______________________________________________ > > > > > > Jrman-user mailing list > > > > > > Jrm...@li... > > > > > > https://lists.sourceforge.net/lists/listinfo/jrman-user > > > > > > > > > > > > > > > > > > > > > ------------------------------------------------------- > > > > > SF email is sponsored by - The IT Product Guide > > > > > Read honest & candid reviews on hundreds of IT Products from real users. > > > > > Discover which products truly live up to the hype. Start reading now. > > > > > http://productguide.itmanagersjournal.com/ > > > > > _______________________________________________ > > > > > > > > > > > > > > > Jrman-user mailing list > > > > > Jrm...@li... > > > > > https://lists.sourceforge.net/lists/listinfo/jrman-user > > > > > > > > > > > > > ------------------------------------------------------- > > > > SF email is sponsored by - The IT Product Guide > > > > Read honest & candid reviews on hundreds of IT Products from real users. > > > > Discover which products truly live up to the hype. Start reading now. > > > > http://productguide.itmanagersjournal.com/ > > > > _______________________________________________ > > > > > > > > > > > > Jrman-user mailing list > > > > Jrm...@li... > > > > https://lists.sourceforge.net/lists/listinfo/jrman-user > > > > > > > > > > > > > ------------------------------------------------------- > > > > > > > > > > > > > SF email is sponsored by - The IT Product Guide > > > Read honest & candid reviews on hundreds of IT Products from real users. > > > Discover which products truly live up to the hype. Start reading now. > > > http://productguide.itmanagersjournal.com/ > > > _______________________________________________ > > > Jrman-user mailing list > > > Jrm...@li... > > > https://lists.sourceforge.net/lists/listinfo/jrman-user > > > > > > > ------------------------------------------------------- > > > > SF email is sponsored by - The IT Product Guide > > Read honest & candid reviews on hundreds of IT Products from real users. > > Discover which products truly live up to the hype. Start reading now. > > http://productguide.itmanagersjournal.com/ > > _______________________________________________ > > Jrman-user mailing list > > Jrm...@li... > > https://lists.sourceforge.net/lists/listinfo/jrman-user > > > > ------------------------------------------------------- > SF email is sponsored by - The IT Product Guide > Read honest & candid reviews on hundreds of IT Products from real users. > Discover which products truly live up to the hype. Start reading now. > http://productguide.itmanagersjournal.com/ > _______________________________________________ > Jrman-user mailing list > Jrm...@li... > https://lists.sourceforge.net/lists/listinfo/jrman-user > |
From: John W. <joh...@gm...> - 2004-11-22 22:22:41
|
Hi Gerardo: I have been doing a lot of server side programming and some work in searching engines using Java. And I've found Java to be a better choice for precisely the reasons you listed. I just didn't know Java works well for raytracing implementations as well. It's very good to know! I've written a very simple monte-carlo raytracer with primitives such as sphere, cube, torus etc. with texture and bumping mapping. Using the Phong shading model. It is very elementary comparing to jrman. The reason for why I want to help out is that I think it is a very good project and I also want an opportunity to learn more about image synthesis/rendering. Is the plan to incorporating all the features in Aqsis or Renderman into jrman? I'd happy to work on just about anything, any suggestions? In the mean time, I will just get familiar with the code base. Thanks -John On Mon, 22 Nov 2004 15:46:23 -0600, Gerardo horvilleur <ma...@gm...> wrote: > Hi John, > > Sun's implementation of the JVM comes with a HotSpot compiler that > translates CPU intensive methods into machine language. > > Actually there are 2 HotSpot compilers: > > 1. Client: simple optimizations, fast program startup. > > 2. Server: more sophisticated optimizations, slower program startup. > > The -server option is used to choose the server compiler. > > Why can jrMan be faster than Aqsis: > > 1. Java is much faster than most people assume it is. At execution > time CPU intensive methods are translated into machine language. > > 2. C++ can be much slower than most people assume it is. When you > program in C++, if you are not careful enough, it is very easy to > write inefficient code. My own experience is that when using C++ for > time critical code I had to keep checking the machine language code > the compiler was generating to make sure it wasn't doing something I > didn't want it to... This is partly due to operator overloading which > allows you to write something as innocent looking as: a = b + c; and > have that translated into hundreds or thousands of machine language > instructions. > > 3. Memory management is extremely fast in Java. Most people assume > that garbage collection is slow, but they probably have never run a C > program with a profiler turned on. If they did the would discover that > it is quite common to spend from 20% to over 50% of CPU time in malloc > and free (or new and delete if you are using C++). I have rendered > some extremely "memory management intensive" images with jrMan in > which I created billions of objects and had dozens of millions of > "live" objects, and garbage collection acounted for less than 10% of > CPU time. > > In programs with static or very simple dynamic data structures, C (and > sometimes C++) can be quite fast. But if you need to manage very > complex dynamic data structures then you are going to spend much of > your CPU time on malloc and free. > > Of course, you can always program your own memory management code > optimized for your program needs, but when you have a complex > algorithm (like REYES!) it becomes very dificult to know when it is > safe to release a piece of memory. Most C++ programmers seem to like > something which they call SmartPointers, which is basically doing > garbage collection by reference counting. If they spent a little time > reading about garbage collection they would find out that reference > counting is absolutly the worst (performance wise) garbage collection > algorithm! > > Your help is welcome! Is there anything you are particularly > interested in implementing? > > > > On Sun, 21 Nov 2004 23:55:11 -0800, John Wang <joh...@gm...> wrote: > > Hi Gerardo: > > > > Thanks for the info. > > > > It is a little counter-intuitive that jrman is that much faster > > than Aqsis with Aqsis being implemented in C++ and jrman being > > implemented in java. > > > > Can you elaborate a little more in terms of implementation why is or > > what makes jrman faster? > > > > Why and How the -server option improves the performance? > > > > I would like to contribute as a developer, please let me know of ways > > I can help. I have been doing Java programming since 1995 and I did > > some very basic raytracing work at the University of Utah while > > working for Evans & Sutherland. I'd like to learn more by helping out. > > > > Thanks > > > > -John > > > > On Sun, 21 Nov 2004 18:15:41 -0600, Gerardo horvilleur > > > > > > <ma...@gm...> wrote: > > > I just did one quick test with Pixie a few months ago so I really > > > wouldn't be able to make an accurate comparison between Pixie and > > > jrMan. > > > > > > From time to time we compara Aqsis and jrMan and we believe that: > > > > > > 1. Aqsis is, by far, a much more complete implementation of the > > > Renderman Spec. Basically they seem to have implemented almost > > > everything, while in jrMan we still have a big list of unimplemented > > > featurees. > > > > > > 2. From our tests it seems that jrMan is faster than Aqsis. When > > > running both programs on an Intel machine (the Mac OS X implementation > > > of Java is not as fast as the Sun JDK on Intel) jrMan is faster than > > > Aqsis, especially if you use the java -server option. On complex > > > scenes jrMan is about twice as fast as Aqsis. > > > > > > > > > > > > > > > On Sun, 21 Nov 2004 10:35:18 -0800, John Wang <joh...@gm...> wrote: > > > > Thanks Gerardo, I got it to work. > > > > > > > > How does jrman compare with other open source rendering tools such as > > > > Pixie or Aqsis in terms of functionality and performance? > > > > > > > > Thanks > > > > > > > > -John > > > > > > > > On Sat, 20 Nov 2004 19:06:50 -0600, Gerardo horvilleur > > > > > > > > > > > > <ma...@gm...> wrote: > > > > > I assume that by NPE you mean "NullPointerException". Did you get that > > > > > with the sample rib files that come with the jrman 0.3 distribution? > > > > > Please note that some of the rib files in the "model" directory are > > > > > data files that are included in a scene with the "ReadArchive" command > > > > > and are not meant to be rendered by themselves (the README.TXT lists > > > > > the files than can be rendered). > > > > > > > > > > Current status: > > > > > > > > > > We have been very busy this year so we weren't able to advance as fast > > > > > as we would have liked to, but we > > > > > managed to implement: > > > > > > > > > > 1. Patch meshes > > > > > 2. All bicubic basis > > > > > 3. Reduced memory usage on models with a very large number of polygons. > > > > > 4. Delayed ReadArchive > > > > > 5. Better handling of parameters for many primitives > > > > > 6. NURBS (not yet trimmed) > > > > > 7. More fine tuning (and bug fixing!) in the occlusion culling code > > > > > > > > > > All of the above is in the CVS version and we expect to release jrman > > > > > 0.4 shortly (in a couple of weeks?) > > > > > > > > > > We also did some work on the shading compiler, but there's still much > > > > > to do before we can have something ready to release. > > > > > > > > > > > > > > > > > > > > > > > > > On Sat, 20 Nov 2004 12:01:32 -0800, John Wang <joh...@gm...> wrote: > > > > > > Hi folks: > > > > > > > > > > > > What is the current status and directions of the jrman project? > > > > > > > > > > > > I downloaded jrman 0.3 and couldn't get it to work. Keep getting > > > > > > a NPE when parsing the model files. I added worldBeging and worldEnd > > > > > > method calls to get the renderer field instantiated, but then I get an > > > > > > "invalid corrdinate system" and nothing gets rendered. > > > > > > > > > > > > Thanks > > > > > > > > > > > > -John > > > > > > > > > > > > ------------------------------------------------------- > > > > > > This SF.Net email is sponsored by: InterSystems CACHE > > > > > > FREE OODBMS DOWNLOAD - A multidimensional database that combines > > > > > > robust object and relational technologies, making it a perfect match > > > > > > for Java, C++,COM, XML, ODBC and JDBC. www.intersystems.com/match8 > > > > > > _______________________________________________ > > > > > > Jrman-user mailing list > > > > > > Jrm...@li... > > > > > > https://lists.sourceforge.net/lists/listinfo/jrman-user > > > > > > > > > > > > > > > > ------------------------------------------------------- > > > > > This SF.Net email is sponsored by: InterSystems CACHE > > > > > FREE OODBMS DOWNLOAD - A multidimensional database that combines > > > > > robust object and relational technologies, making it a perfect match > > > > > for Java, C++,COM, XML, ODBC and JDBC. www.intersystems.com/match8 > > > > > _______________________________________________ > > > > > Jrman-user mailing list > > > > > Jrm...@li... > > > > > https://lists.sourceforge.net/lists/listinfo/jrman-user > > > > > > > > > > > > > > > > > ------------------------------------------------------- > > > > SF email is sponsored by - The IT Product Guide > > > > Read honest & candid reviews on hundreds of IT Products from real users. > > > > Discover which products truly live up to the hype. Start reading now. > > > > http://productguide.itmanagersjournal.com/ > > > > _______________________________________________ > > > > > > > > > > > > Jrman-user mailing list > > > > Jrm...@li... > > > > https://lists.sourceforge.net/lists/listinfo/jrman-user > > > > > > > > > > ------------------------------------------------------- > > > SF email is sponsored by - The IT Product Guide > > > Read honest & candid reviews on hundreds of IT Products from real users. > > > Discover which products truly live up to the hype. Start reading now. > > > http://productguide.itmanagersjournal.com/ > > > _______________________________________________ > > > > > > > > > Jrman-user mailing list > > > Jrm...@li... > > > https://lists.sourceforge.net/lists/listinfo/jrman-user > > > > > > > > > ------------------------------------------------------- > > > > > > > > SF email is sponsored by - The IT Product Guide > > Read honest & candid reviews on hundreds of IT Products from real users. > > Discover which products truly live up to the hype. Start reading now. > > http://productguide.itmanagersjournal.com/ > > _______________________________________________ > > Jrman-user mailing list > > Jrm...@li... > > https://lists.sourceforge.net/lists/listinfo/jrman-user > > > > ------------------------------------------------------- > SF email is sponsored by - The IT Product Guide > Read honest & candid reviews on hundreds of IT Products from real users. > Discover which products truly live up to the hype. Start reading now. > http://productguide.itmanagersjournal.com/ > _______________________________________________ > Jrman-user mailing list > Jrm...@li... > https://lists.sourceforge.net/lists/listinfo/jrman-user > |
From: Gerardo h. <ma...@gm...> - 2004-11-22 21:46:39
|
Hi John, Sun's implementation of the JVM comes with a HotSpot compiler that translates CPU intensive methods into machine language. Actually there are 2 HotSpot compilers: 1. Client: simple optimizations, fast program startup. 2. Server: more sophisticated optimizations, slower program startup. The -server option is used to choose the server compiler. Why can jrMan be faster than Aqsis: 1. Java is much faster than most people assume it is. At execution time CPU intensive methods are translated into machine language. 2. C++ can be much slower than most people assume it is. When you program in C++, if you are not careful enough, it is very easy to write inefficient code. My own experience is that when using C++ for time critical code I had to keep checking the machine language code the compiler was generating to make sure it wasn't doing something I didn't want it to... This is partly due to operator overloading which allows you to write something as innocent looking as: a = b + c; and have that translated into hundreds or thousands of machine language instructions. 3. Memory management is extremely fast in Java. Most people assume that garbage collection is slow, but they probably have never run a C program with a profiler turned on. If they did the would discover that it is quite common to spend from 20% to over 50% of CPU time in malloc and free (or new and delete if you are using C++). I have rendered some extremely "memory management intensive" images with jrMan in which I created billions of objects and had dozens of millions of "live" objects, and garbage collection acounted for less than 10% of CPU time. In programs with static or very simple dynamic data structures, C (and sometimes C++) can be quite fast. But if you need to manage very complex dynamic data structures then you are going to spend much of your CPU time on malloc and free. Of course, you can always program your own memory management code optimized for your program needs, but when you have a complex algorithm (like REYES!) it becomes very dificult to know when it is safe to release a piece of memory. Most C++ programmers seem to like something which they call SmartPointers, which is basically doing garbage collection by reference counting. If they spent a little time reading about garbage collection they would find out that reference counting is absolutly the worst (performance wise) garbage collection algorithm! Your help is welcome! Is there anything you are particularly interested in implementing? On Sun, 21 Nov 2004 23:55:11 -0800, John Wang <joh...@gm...> wrote: > Hi Gerardo: > > Thanks for the info. > > It is a little counter-intuitive that jrman is that much faster > than Aqsis with Aqsis being implemented in C++ and jrman being > implemented in java. > > Can you elaborate a little more in terms of implementation why is or > what makes jrman faster? > > Why and How the -server option improves the performance? > > I would like to contribute as a developer, please let me know of ways > I can help. I have been doing Java programming since 1995 and I did > some very basic raytracing work at the University of Utah while > working for Evans & Sutherland. I'd like to learn more by helping out. > > Thanks > > -John > > On Sun, 21 Nov 2004 18:15:41 -0600, Gerardo horvilleur > > > <ma...@gm...> wrote: > > I just did one quick test with Pixie a few months ago so I really > > wouldn't be able to make an accurate comparison between Pixie and > > jrMan. > > > > From time to time we compara Aqsis and jrMan and we believe that: > > > > 1. Aqsis is, by far, a much more complete implementation of the > > Renderman Spec. Basically they seem to have implemented almost > > everything, while in jrMan we still have a big list of unimplemented > > featurees. > > > > 2. From our tests it seems that jrMan is faster than Aqsis. When > > running both programs on an Intel machine (the Mac OS X implementation > > of Java is not as fast as the Sun JDK on Intel) jrMan is faster than > > Aqsis, especially if you use the java -server option. On complex > > scenes jrMan is about twice as fast as Aqsis. > > > > > > > > > > On Sun, 21 Nov 2004 10:35:18 -0800, John Wang <joh...@gm...> wrote: > > > Thanks Gerardo, I got it to work. > > > > > > How does jrman compare with other open source rendering tools such as > > > Pixie or Aqsis in terms of functionality and performance? > > > > > > Thanks > > > > > > -John > > > > > > On Sat, 20 Nov 2004 19:06:50 -0600, Gerardo horvilleur > > > > > > > > > <ma...@gm...> wrote: > > > > I assume that by NPE you mean "NullPointerException". Did you get that > > > > with the sample rib files that come with the jrman 0.3 distribution? > > > > Please note that some of the rib files in the "model" directory are > > > > data files that are included in a scene with the "ReadArchive" command > > > > and are not meant to be rendered by themselves (the README.TXT lists > > > > the files than can be rendered). > > > > > > > > Current status: > > > > > > > > We have been very busy this year so we weren't able to advance as fast > > > > as we would have liked to, but we > > > > managed to implement: > > > > > > > > 1. Patch meshes > > > > 2. All bicubic basis > > > > 3. Reduced memory usage on models with a very large number of polygons. > > > > 4. Delayed ReadArchive > > > > 5. Better handling of parameters for many primitives > > > > 6. NURBS (not yet trimmed) > > > > 7. More fine tuning (and bug fixing!) in the occlusion culling code > > > > > > > > All of the above is in the CVS version and we expect to release jrman > > > > 0.4 shortly (in a couple of weeks?) > > > > > > > > We also did some work on the shading compiler, but there's still much > > > > to do before we can have something ready to release. > > > > > > > > > > > > > > > > > > > > On Sat, 20 Nov 2004 12:01:32 -0800, John Wang <joh...@gm...> wrote: > > > > > Hi folks: > > > > > > > > > > What is the current status and directions of the jrman project? > > > > > > > > > > I downloaded jrman 0.3 and couldn't get it to work. Keep getting > > > > > a NPE when parsing the model files. I added worldBeging and worldEnd > > > > > method calls to get the renderer field instantiated, but then I get an > > > > > "invalid corrdinate system" and nothing gets rendered. > > > > > > > > > > Thanks > > > > > > > > > > -John > > > > > > > > > > ------------------------------------------------------- > > > > > This SF.Net email is sponsored by: InterSystems CACHE > > > > > FREE OODBMS DOWNLOAD - A multidimensional database that combines > > > > > robust object and relational technologies, making it a perfect match > > > > > for Java, C++,COM, XML, ODBC and JDBC. www.intersystems.com/match8 > > > > > _______________________________________________ > > > > > Jrman-user mailing list > > > > > Jrm...@li... > > > > > https://lists.sourceforge.net/lists/listinfo/jrman-user > > > > > > > > > > > > > ------------------------------------------------------- > > > > This SF.Net email is sponsored by: InterSystems CACHE > > > > FREE OODBMS DOWNLOAD - A multidimensional database that combines > > > > robust object and relational technologies, making it a perfect match > > > > for Java, C++,COM, XML, ODBC and JDBC. www.intersystems.com/match8 > > > > _______________________________________________ > > > > Jrman-user mailing list > > > > Jrm...@li... > > > > https://lists.sourceforge.net/lists/listinfo/jrman-user > > > > > > > > > > > > > ------------------------------------------------------- > > > SF email is sponsored by - The IT Product Guide > > > Read honest & candid reviews on hundreds of IT Products from real users. > > > Discover which products truly live up to the hype. Start reading now. > > > http://productguide.itmanagersjournal.com/ > > > _______________________________________________ > > > > > > > > > Jrman-user mailing list > > > Jrm...@li... > > > https://lists.sourceforge.net/lists/listinfo/jrman-user > > > > > > > ------------------------------------------------------- > > SF email is sponsored by - The IT Product Guide > > Read honest & candid reviews on hundreds of IT Products from real users. > > Discover which products truly live up to the hype. Start reading now. > > http://productguide.itmanagersjournal.com/ > > _______________________________________________ > > > > > > Jrman-user mailing list > > Jrm...@li... > > https://lists.sourceforge.net/lists/listinfo/jrman-user > > > > > ------------------------------------------------------- > > > SF email is sponsored by - The IT Product Guide > Read honest & candid reviews on hundreds of IT Products from real users. > Discover which products truly live up to the hype. Start reading now. > http://productguide.itmanagersjournal.com/ > _______________________________________________ > Jrman-user mailing list > Jrm...@li... > https://lists.sourceforge.net/lists/listinfo/jrman-user > |
From: John W. <joh...@gm...> - 2004-11-22 09:33:41
|
Hi Gerardo: Thanks for the info. It is a little counter-intuitive that jrman is that much faster than Aqsis with Aqsis being implemented in C++ and jrman being implemented in java. Can you elaborate a little more in terms of implementation why is or what makes jrman faster? Why and How the -server option improves the performance? I would like to contribute as a developer, please let me know of ways I can help. I have been doing Java programming since 1995 and I did some very basic raytracing work at the University of Utah while working for Evans & Sutherland. I'd like to learn more by helping out. Thanks -John On Sun, 21 Nov 2004 18:15:41 -0600, Gerardo horvilleur <ma...@gm...> wrote: > I just did one quick test with Pixie a few months ago so I really > wouldn't be able to make an accurate comparison between Pixie and > jrMan. > > From time to time we compara Aqsis and jrMan and we believe that: > > 1. Aqsis is, by far, a much more complete implementation of the > Renderman Spec. Basically they seem to have implemented almost > everything, while in jrMan we still have a big list of unimplemented > featurees. > > 2. From our tests it seems that jrMan is faster than Aqsis. When > running both programs on an Intel machine (the Mac OS X implementation > of Java is not as fast as the Sun JDK on Intel) jrMan is faster than > Aqsis, especially if you use the java -server option. On complex > scenes jrMan is about twice as fast as Aqsis. > > > > > On Sun, 21 Nov 2004 10:35:18 -0800, John Wang <joh...@gm...> wrote: > > Thanks Gerardo, I got it to work. > > > > How does jrman compare with other open source rendering tools such as > > Pixie or Aqsis in terms of functionality and performance? > > > > Thanks > > > > -John > > > > On Sat, 20 Nov 2004 19:06:50 -0600, Gerardo horvilleur > > > > > > <ma...@gm...> wrote: > > > I assume that by NPE you mean "NullPointerException". Did you get that > > > with the sample rib files that come with the jrman 0.3 distribution? > > > Please note that some of the rib files in the "model" directory are > > > data files that are included in a scene with the "ReadArchive" command > > > and are not meant to be rendered by themselves (the README.TXT lists > > > the files than can be rendered). > > > > > > Current status: > > > > > > We have been very busy this year so we weren't able to advance as fast > > > as we would have liked to, but we > > > managed to implement: > > > > > > 1. Patch meshes > > > 2. All bicubic basis > > > 3. Reduced memory usage on models with a very large number of polygons. > > > 4. Delayed ReadArchive > > > 5. Better handling of parameters for many primitives > > > 6. NURBS (not yet trimmed) > > > 7. More fine tuning (and bug fixing!) in the occlusion culling code > > > > > > All of the above is in the CVS version and we expect to release jrman > > > 0.4 shortly (in a couple of weeks?) > > > > > > We also did some work on the shading compiler, but there's still much > > > to do before we can have something ready to release. > > > > > > > > > > > > > > > On Sat, 20 Nov 2004 12:01:32 -0800, John Wang <joh...@gm...> wrote: > > > > Hi folks: > > > > > > > > What is the current status and directions of the jrman project? > > > > > > > > I downloaded jrman 0.3 and couldn't get it to work. Keep getting > > > > a NPE when parsing the model files. I added worldBeging and worldEnd > > > > method calls to get the renderer field instantiated, but then I get an > > > > "invalid corrdinate system" and nothing gets rendered. > > > > > > > > Thanks > > > > > > > > -John > > > > > > > > ------------------------------------------------------- > > > > This SF.Net email is sponsored by: InterSystems CACHE > > > > FREE OODBMS DOWNLOAD - A multidimensional database that combines > > > > robust object and relational technologies, making it a perfect match > > > > for Java, C++,COM, XML, ODBC and JDBC. www.intersystems.com/match8 > > > > _______________________________________________ > > > > Jrman-user mailing list > > > > Jrm...@li... > > > > https://lists.sourceforge.net/lists/listinfo/jrman-user > > > > > > > > > > ------------------------------------------------------- > > > This SF.Net email is sponsored by: InterSystems CACHE > > > FREE OODBMS DOWNLOAD - A multidimensional database that combines > > > robust object and relational technologies, making it a perfect match > > > for Java, C++,COM, XML, ODBC and JDBC. www.intersystems.com/match8 > > > _______________________________________________ > > > Jrman-user mailing list > > > Jrm...@li... > > > https://lists.sourceforge.net/lists/listinfo/jrman-user > > > > > > > > > ------------------------------------------------------- > > SF email is sponsored by - The IT Product Guide > > Read honest & candid reviews on hundreds of IT Products from real users. > > Discover which products truly live up to the hype. Start reading now. > > http://productguide.itmanagersjournal.com/ > > _______________________________________________ > > > > > > Jrman-user mailing list > > Jrm...@li... > > https://lists.sourceforge.net/lists/listinfo/jrman-user > > > > ------------------------------------------------------- > SF email is sponsored by - The IT Product Guide > Read honest & candid reviews on hundreds of IT Products from real users. > Discover which products truly live up to the hype. Start reading now. > http://productguide.itmanagersjournal.com/ > _______________________________________________ > > > Jrman-user mailing list > Jrm...@li... > https://lists.sourceforge.net/lists/listinfo/jrman-user > |
From: Gerardo h. <ma...@gm...> - 2004-11-22 00:45:13
|
I just did one quick test with Pixie a few months ago so I really wouldn't be able to make an accurate comparison between Pixie and jrMan. From time to time we compara Aqsis and jrMan and we believe that: 1. Aqsis is, by far, a much more complete implementation of the Renderman Spec. Basically they seem to have implemented almost everything, while in jrMan we still have a big list of unimplemented featurees. 2. From our tests it seems that jrMan is faster than Aqsis. When running both programs on an Intel machine (the Mac OS X implementation of Java is not as fast as the Sun JDK on Intel) jrMan is faster than Aqsis, especially if you use the java -server option. On complex scenes jrMan is about twice as fast as Aqsis. On Sun, 21 Nov 2004 10:35:18 -0800, John Wang <joh...@gm...> wrote: > Thanks Gerardo, I got it to work. > > How does jrman compare with other open source rendering tools such as > Pixie or Aqsis in terms of functionality and performance? > > Thanks > > -John > > On Sat, 20 Nov 2004 19:06:50 -0600, Gerardo horvilleur > > > <ma...@gm...> wrote: > > I assume that by NPE you mean "NullPointerException". Did you get that > > with the sample rib files that come with the jrman 0.3 distribution? > > Please note that some of the rib files in the "model" directory are > > data files that are included in a scene with the "ReadArchive" command > > and are not meant to be rendered by themselves (the README.TXT lists > > the files than can be rendered). > > > > Current status: > > > > We have been very busy this year so we weren't able to advance as fast > > as we would have liked to, but we > > managed to implement: > > > > 1. Patch meshes > > 2. All bicubic basis > > 3. Reduced memory usage on models with a very large number of polygons. > > 4. Delayed ReadArchive > > 5. Better handling of parameters for many primitives > > 6. NURBS (not yet trimmed) > > 7. More fine tuning (and bug fixing!) in the occlusion culling code > > > > All of the above is in the CVS version and we expect to release jrman > > 0.4 shortly (in a couple of weeks?) > > > > We also did some work on the shading compiler, but there's still much > > to do before we can have something ready to release. > > > > > > > > > > On Sat, 20 Nov 2004 12:01:32 -0800, John Wang <joh...@gm...> wrote: > > > Hi folks: > > > > > > What is the current status and directions of the jrman project? > > > > > > I downloaded jrman 0.3 and couldn't get it to work. Keep getting > > > a NPE when parsing the model files. I added worldBeging and worldEnd > > > method calls to get the renderer field instantiated, but then I get an > > > "invalid corrdinate system" and nothing gets rendered. > > > > > > Thanks > > > > > > -John > > > > > > ------------------------------------------------------- > > > This SF.Net email is sponsored by: InterSystems CACHE > > > FREE OODBMS DOWNLOAD - A multidimensional database that combines > > > robust object and relational technologies, making it a perfect match > > > for Java, C++,COM, XML, ODBC and JDBC. www.intersystems.com/match8 > > > _______________________________________________ > > > Jrman-user mailing list > > > Jrm...@li... > > > https://lists.sourceforge.net/lists/listinfo/jrman-user > > > > > > > ------------------------------------------------------- > > This SF.Net email is sponsored by: InterSystems CACHE > > FREE OODBMS DOWNLOAD - A multidimensional database that combines > > robust object and relational technologies, making it a perfect match > > for Java, C++,COM, XML, ODBC and JDBC. www.intersystems.com/match8 > > _______________________________________________ > > Jrman-user mailing list > > Jrm...@li... > > https://lists.sourceforge.net/lists/listinfo/jrman-user > > > > > ------------------------------------------------------- > SF email is sponsored by - The IT Product Guide > Read honest & candid reviews on hundreds of IT Products from real users. > Discover which products truly live up to the hype. Start reading now. > http://productguide.itmanagersjournal.com/ > _______________________________________________ > > > Jrman-user mailing list > Jrm...@li... > https://lists.sourceforge.net/lists/listinfo/jrman-user > |
From: John W. <joh...@gm...> - 2004-11-21 18:36:37
|
Thanks Gerardo, I got it to work. How does jrman compare with other open source rendering tools such as Pixie or Aqsis in terms of functionality and performance? Thanks -John On Sat, 20 Nov 2004 19:06:50 -0600, Gerardo horvilleur <ma...@gm...> wrote: > I assume that by NPE you mean "NullPointerException". Did you get that > with the sample rib files that come with the jrman 0.3 distribution? > Please note that some of the rib files in the "model" directory are > data files that are included in a scene with the "ReadArchive" command > and are not meant to be rendered by themselves (the README.TXT lists > the files than can be rendered). > > Current status: > > We have been very busy this year so we weren't able to advance as fast > as we would have liked to, but we > managed to implement: > > 1. Patch meshes > 2. All bicubic basis > 3. Reduced memory usage on models with a very large number of polygons. > 4. Delayed ReadArchive > 5. Better handling of parameters for many primitives > 6. NURBS (not yet trimmed) > 7. More fine tuning (and bug fixing!) in the occlusion culling code > > All of the above is in the CVS version and we expect to release jrman > 0.4 shortly (in a couple of weeks?) > > We also did some work on the shading compiler, but there's still much > to do before we can have something ready to release. > > > > > On Sat, 20 Nov 2004 12:01:32 -0800, John Wang <joh...@gm...> wrote: > > Hi folks: > > > > What is the current status and directions of the jrman project? > > > > I downloaded jrman 0.3 and couldn't get it to work. Keep getting > > a NPE when parsing the model files. I added worldBeging and worldEnd > > method calls to get the renderer field instantiated, but then I get an > > "invalid corrdinate system" and nothing gets rendered. > > > > Thanks > > > > -John > > > > ------------------------------------------------------- > > This SF.Net email is sponsored by: InterSystems CACHE > > FREE OODBMS DOWNLOAD - A multidimensional database that combines > > robust object and relational technologies, making it a perfect match > > for Java, C++,COM, XML, ODBC and JDBC. www.intersystems.com/match8 > > _______________________________________________ > > Jrman-user mailing list > > Jrm...@li... > > https://lists.sourceforge.net/lists/listinfo/jrman-user > > > > ------------------------------------------------------- > This SF.Net email is sponsored by: InterSystems CACHE > FREE OODBMS DOWNLOAD - A multidimensional database that combines > robust object and relational technologies, making it a perfect match > for Java, C++,COM, XML, ODBC and JDBC. www.intersystems.com/match8 > _______________________________________________ > Jrman-user mailing list > Jrm...@li... > https://lists.sourceforge.net/lists/listinfo/jrman-user > |
From: Gerardo h. <ma...@gm...> - 2004-11-21 01:12:10
|
I assume that by NPE you mean "NullPointerException". Did you get that with the sample rib files that come with the jrman 0.3 distribution? Please note that some of the rib files in the "model" directory are data files that are included in a scene with the "ReadArchive" command and are not meant to be rendered by themselves (the README.TXT lists the files than can be rendered). Current status: We have been very busy this year so we weren't able to advance as fast as we would have liked to, but we managed to implement: 1. Patch meshes 2. All bicubic basis 3. Reduced memory usage on models with a very large number of polygons. 4. Delayed ReadArchive 5. Better handling of parameters for many primitives 6. NURBS (not yet trimmed) 7. More fine tuning (and bug fixing!) in the occlusion culling code All of the above is in the CVS version and we expect to release jrman 0.4 shortly (in a couple of weeks?) We also did some work on the shading compiler, but there's still much to do before we can have something ready to release. On Sat, 20 Nov 2004 12:01:32 -0800, John Wang <joh...@gm...> wrote: > Hi folks: > > What is the current status and directions of the jrman project? > > I downloaded jrman 0.3 and couldn't get it to work. Keep getting > a NPE when parsing the model files. I added worldBeging and worldEnd > method calls to get the renderer field instantiated, but then I get an > "invalid corrdinate system" and nothing gets rendered. > > Thanks > > -John > > ------------------------------------------------------- > This SF.Net email is sponsored by: InterSystems CACHE > FREE OODBMS DOWNLOAD - A multidimensional database that combines > robust object and relational technologies, making it a perfect match > for Java, C++,COM, XML, ODBC and JDBC. www.intersystems.com/match8 > _______________________________________________ > Jrman-user mailing list > Jrm...@li... > https://lists.sourceforge.net/lists/listinfo/jrman-user > |
From: John W. <joh...@gm...> - 2004-11-20 20:01:34
|
Hi folks: What is the current status and directions of the jrman project? I downloaded jrman 0.3 and couldn't get it to work. Keep getting a NPE when parsing the model files. I added worldBeging and worldEnd method calls to get the renderer field instantiated, but then I get an "invalid corrdinate system" and nothing gets rendered. Thanks -John |
From: <ben...@id...> - 2004-05-22 12:53:22
|
Dear Open Source developer I am doing a research project on "Fun and Software Development" in which I kindly invite you to participate. You will find the online survey under http://fasd.ethz.ch/qsf/. The questionnaire consists of 53 questions and you will need about 15 minutes to complete it. With the FASD project (Fun and Software Development) we want to define the motivational significance of fun when software developers decide to engage in Open Source projects. What is special about our research project is that a similar survey is planned with software developers in commercial firms. This procedure allows the immediate comparison between the involved individuals and the conditions of production of these two development models. Thus we hope to obtain substantial new insights to the phenomenon of Open Source Development. With many thanks for your participation, Benno Luthiger PS: The results of the survey will be published under http://www.isu.unizh.ch/fuehrung/blprojects/FASD/. We have set up the mailing list fa...@we... for this study. Please see http://fasd.ethz.ch/qsf/mailinglist_en.html for registration to this mailing list. _______________________________________________________________________ Benno Luthiger Swiss Federal Institute of Technology Zurich 8092 Zurich Mail: benno.luthiger(at)id.ethz.ch _______________________________________________________________________ |
From: Sebastian U. <su...@in...> - 2004-04-20 13:30:27
|
Oh, thanks! Elmer Garduno wrote: > Hi, > > All you have to do is to change the first line of the rib file in this > way: > > Display "aphrodite" "framebuffer" "rgba" > > Display "aphrodite.png" "file" "rgba" > > On Apr 20, 2004, at 7:58 AM, Sebastian Uribe wrote: -- /// Sebastián Uribe Inmune Games su...@in... www.inmune.com.ar |
From: Elmer G. <ega...@me...> - 2004-04-20 13:19:59
|
Hi, All you have to do is to change the first line of the rib file in this=20= way: Display "aphrodite" "framebuffer" "rgba" Display "aphrodite.png" "file" "rgba" On Apr 20, 2004, at 7:58 AM, Sebastian Uribe wrote: > > Hi, > > I'm looking at jrman's posibilities as a non-interactive rendering=20= > tool. I downloaded 0.3, but I couldn't find any way of using it=20 > without a GUI (the one that shows the image and lets you save it). I=20= > downloaded the latest CVS code (2 or 3 days ago) to see if there was=20= > some new option for rendering directly to file, but couldn't find any=20= > (as a matter of fact, from what I found it seems it always shows a=20 > window). > > =BFAre there any plans to enable something like this? If not, I may=20= > be able to include it. Well... at least I will try... :) > I mean, something like: > > > jrman -o aphrodite.png aphrodite.rib > > or > > > jrman -output png aphrodite.rib > > or > > > jrman -png animatedAphrodite.rib > > or some other way. You get the idea. :) > > --=20 > /// > Sebasti=E1n Uribe > Inmune Games > su...@in... > www.inmune.com.ar > > > > ------------------------------------------------------- > This SF.Net email is sponsored by: IBM Linux Tutorials > Free Linux tutorial presented by Daniel Robbins, President and CEO of > GenToo technologies. Learn everything from fundamentals to system > administration.http://ads.osdn.com/?ad_id=3D1470&alloc_id=3D3638&op=3Dcl= ick > _______________________________________________ > Jrman-user mailing list > Jrm...@li... > https://lists.sourceforge.net/lists/listinfo/jrman-user > > > |
From: Sebastian U. <su...@in...> - 2004-04-20 12:57:38
|
Hi, I'm looking at jrman's posibilities as a non-interactive rendering tool. I downloaded 0.3, but I couldn't find any way of using it without a GUI (the one that shows the image and lets you save it). I downloaded the latest CVS code (2 or 3 days ago) to see if there was some new option for rendering directly to file, but couldn't find any (as a matter of fact, from what I found it seems it always shows a window). ¿Are there any plans to enable something like this? If not, I may be able to include it. Well... at least I will try... :) I mean, something like: > jrman -o aphrodite.png aphrodite.rib or > jrman -output png aphrodite.rib or > jrman -png animatedAphrodite.rib or some other way. You get the idea. :) -- /// Sebastián Uribe Inmune Games su...@in... www.inmune.com.ar |
From: Gerardo H. <ma...@pr...> - 2003-12-17 06:30:09
|
jrMan 0.3 is a fast implementation (REYES) of the Renderman standard, written in Java! New features since jrMan 0.2: * Many performance optimizations, and it is now up to twice as fast when rendering complex images! * An improved user interface and command line options * Doesn't require Java3D anymore * Can generate noise() based procedural textures For more information: http://www.jrman.org -- Gerardo Horvilleur ma...@mu... |
From: Gerardo H. <ma...@Pr...> - 2003-10-01 05:59:10
|
New features since jrMan 0.1: * Rendering image to a file * All Renderman pixel filters * High quality texture mapping * Shadow maps * New primitives: + Hyperboloid + Polygon + PointsPolygon For more information: http://www.jrman.org -- Gerardo Horvilleur ma...@mu... |
From: Gerardo H. <ma...@Pr...> - 2003-09-01 05:40:06
|
You are right, I should mention something about this on the web page.... David wrote: >Gerardo Horvilleur wrote: > > > >>Yes, it is a a lot of time for such a simple image. But it was rendered >>with many parameters set for a very high >>quality image: >> >> > >That's what I thought. You might want to post some comment to that effect on >the webpage, or people are going to continue thinking that Java is Too Slow >For Real Applications (tm). :-) > >Thanks. > >-- David Cuny > > >------------------------------------------------------- >This sf.net email is sponsored by:ThinkGeek >Welcome to geek heaven. >http://thinkgeek.com/sf >_______________________________________________ >Jrman-user mailing list >Jrm...@li... >https://lists.sourceforge.net/lists/listinfo/jrman-user > > > -- Gerardo Horvilleur ma...@mu... |
From: David <dc...@la...> - 2003-09-01 05:22:49
|
Gerardo Horvilleur wrote: > Yes, it is a a lot of time for such a simple image. But it was rendered > with many parameters set for a very high > quality image: That's what I thought. You might want to post some comment to that effect on the webpage, or people are going to continue thinking that Java is Too Slow For Real Applications (tm). :-) Thanks. -- David Cuny |