The Persistence of Vision Raytracer (POV-Ray).

This is the legacy Bug Tracking System for the POV-Ray project. Bugs listed here are being migrated to our github issue tracker. Please refer to that for new reports or updates to existing ones on this system.

IDCategoryTask TypeReported InPrioritySeveritySummaryStatusProgressDue In Version  asc
222Geometric PrimitivesDefinite Bug3.70 RC3Very LowLowincorrect render of CSG merge with radiosityTracked on GitHub
Future release Task Description

The problem arises when I am trying to trace a radiosity scene without conventional lighting that has a GSG merge object. There are a coincident surfaces, but these surfaces are first merged, then the texture applied. The texture is a simple solig color non-transfluent pigment, default normal, default finish etc..

Problem consists when adding antialiasing, changing resolution, changing camera view-point etc.; when I replace merge with union, the problem disappeared.

The scene was checked on two different machines with different versions of POV-Ray:

  1. Gentoo Linux, kernel 2.6.39-r3, i686 Intel(R) Xeon(TM) CPU 2.80GHz GenuineIntel, 2G RAM (this is Dell PowerEdge 2650 server with 2 dual-core Intel Xeon MP processors); Persistence of Vision™ Ray Tracer Version 3.7.0.RC3 (i686-pc-linux-gnu-g++ 4.5.3 @ i686-pc-linux-gnu)
  2. Gentoo Linux, kernel 2.6.37-r4, x86_64 AMD Athlon™ X2 Dual Core Processor BE-2350, 2G RAM (non-branded machine); Persistence of Vision™ Ray Tracer Version 3.6.1 (x86_64-pc-linux-gnu-g++ 4.4.4 @ x86_64-pc-linux-gnu)

(scene has been adapted slightly to be rendered with 3.6, the adaptation was to change “emission” with “ambient” and replace gamma “srgb” with “2.2”)

Both machines generate similar images.

The attachment is an archive containing sources of minimal scenes with these problems, and sample pictures I generated from them on my machines.

275Light sourceDefinite Bug3.70 RC7Very LowLowcircular area lights exhibit anisotropyTracked on GitHub
Future release Task Description

circular area lights exhibit some anisotropy, being brighter along the diagonals than on average, as can be demonstrated with the following scene:

//+w800 +h800
#version 3.7;
global_settings{assumed_gamma 1}
plane{-z,-10 pigment{rgb 1} finish{ambient 0 brilliance 0}}
camera{orthographic location z look_at 10*z up y*12 right x*12}
light_source{-10*z rgb 10 area_light 10*x 10*y 257 257 adaptive 4 circular}
287Light sourceDefinite Bug3.70 RC7Very LowLowarea_illumination shadow calculationTracked on GitHub
Future release Task Description

not sure if this is something needing further work or an intended effect.

Shadows from and area light with area_illumination on seem to follow the same shadow calculation as a standard area light by giving more weight to lights near the center of the array. I would assume the shadows would be calculated similarly to individual lights in the same pattern as the array by evenly distributing the amount of shadow equally for each light. But this is not what I see.

The code sample below when rendered with scene 1 will show shadows grouped near the center from the area light with area_illumination. If scene 1 is commented out and scene 2 is uncommented then rendered, you will see evenly distributed shadows from individual lights. Area lighting with area_illumination I would assume should give a result identical to scene 2. If scene 1 is rendered with area_illumination off, the shadow calculation is exactly the same as with area_illumination on.

example images rendered on win32 XP

#version 3.7;

global_settings {
 ambient_light 0
 assumed_gamma 1

camera {
  location <0, 3, -5>
  look_at <0, 2, 0>

background { rgb <.3, .5, .8> }
plane { y,0 pigment { rgb .7 } }
torus { 1.5,.1 rotate 90*x translate 4*z pigment { rgb .2 } }
plane { -z,-7 pigment { rgb .7 } }

// scene 1
  area_light 3*x, z, 7, 1
  area_illumination on
union {
 sphere { 0,.05 }
 sphere { .5*x,.05 }
 sphere { x,.05 }
 sphere { 1.5*x,.05 }
 sphere { -.5*x,.05 }
 sphere { -x,.05 }
 sphere { -1.5*x,.05 }
 translate y
  hollow pigment { rgbt 1 } interior { media { emission 10 } }
// end scene 1

// scene 2
#declare Light = light_source {
  looks_like { sphere { 0,.05 hollow pigment { rgbt 1 } interior { media { emission 10 } } } }

union {
 object { Light }
 object { Light translate .5*x }
 object { Light translate x }
 object { Light translate 1.5*x }
 object { Light translate -.5*x }
 object { Light translate -x }
 object { Light translate -1.5*x }
 translate y
// end scene 2

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