VRED: blatant commercial

3D/2D CGI and the tools used in their creation (Maya, Photoshop, Blender, GIMP, etc.).
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Brombear
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Re: VRED: blatant commercial

Unread postby Brombear » Sat Mar 06, 2010 8:14 am

Hamei,

if we provide a price like this ... everybody would immediately know that it is dedicated for you only ... so we need to avoid that :P

I don't think its soo hard to generate a good looking image with our software, so just give it a try (and you do not even need to try to find a cracked license ... we provide a valid one for you :mrgreen: )

Matthias
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hamei
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Re: VRED: blatant commercial

Unread postby hamei » Mon Mar 08, 2010 5:34 am

Brombear wrote:if we provide a prize like this ... everybody would immediately know that it is dedicated for you only ... so we need to avoid that :P

Damn ! I was hoping that someone, somewhere would have less taste than me :(

I don't think its soo hard to generate a good looking image with our software, so just give it a try (and you do not even need to try to find a cracked license ... we provide a valid one for you :mrgreen: )

I think I saw a copy over at this place on Jiaozhou lu last weekend ... they wanted $3 tho so I passed :D

Seriously, thank you and that'd be fun but I don't own anything anywhere near new enough to run your software. Can you import solid models to render ? If so, what sort ?

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Re: VRED: blatant commercial

Unread postby Brombear » Tue May 11, 2010 11:47 am

Sorry for the commercial break but we had to do it again:

http://www.pi-vr.de/en/products/vred-professional-42/features/new-features.html
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vishnu
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Re: VRED: blatant commercial

Unread postby vishnu » Wed May 12, 2010 9:16 am

EEK-ceptional! :shock:
Project:
Temporarily lost at sea...
Plan:
World domination! Or something...

:Tezro: :Octane2:

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Re: VRED: blatant commercial

Unread postby squeen » Mon May 24, 2010 3:33 am

Wow. NURBS!

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Re: VRED: blatant commercial

Unread postby Brombear » Mon May 24, 2010 10:40 am

Really necessary when you want to evaluate construction surfaces or for judging reflections (car mirrors). We were really surprised how wrong things go with tesselation algorithms, they aren't up to provide correct normals even for planar surfaces like the interior rearview mirror.
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Re: VRED: blatant commercial

Unread postby squeen » Wed May 26, 2010 6:34 am

Have you started looking at the DX11 class graphics hardware's ability to tessellate (NURBS?)on-the-fly in the vertex shader? Perhaps that's what you are already using.

I have to admit, it is nice to finally see it make it to hardware.

For graphics, we live in interesting times!

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Re: VRED: blatant commercial

Unread postby Brombear » Wed May 26, 2010 6:46 am

Ah no, sorry. We are doing NURBS raytracing NOT rasterisation. I don't think using DX11 (or OpenGL equivalent) helps us, they main problem is the trimming and not the tesselation itself.

Matthias
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Re: VRED: blatant commercial

Unread postby squeen » Wed May 26, 2010 7:02 am

Of course. My mistake. Sounds like it's not a serious bottle-neck.

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Re: VRED: blatant commercial

Unread postby Brombear » Sat Jun 26, 2010 5:02 am

First review of our entry-level-pure-raytracing solution at Develop3D:

http://develop3d.com/reviews/vred-essentials

Since all calculations are done completely on CPUs, the limit is only the amount of main memory available. A few months ago we produced an image with 55 cars yielding to 550 million polygons which needed 55GB of main memory ... Since todays highend workstations allow to be configured with up to ~256GB one can easily surpass the 2 billions polygon border ...

Sidenote: There's an error inside, the small solution allows to produce images with 4Megapixels and the big one 8Megapixel ...

Matthias
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