Programmatically composing mathematical primitives does only get you so far if your goal is to create art relatable to humans. For abstracts, surrealism, and "mathematical art" plain POV-Ray is great, as well as for many natural forms exhibiting some degree of fractalness, but for animals, humans, and many manmade things a mesh-based modeler – or at least the use of third-party meshes – is essentially a requirement.
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Due to the end of Moore's Law, POV-Ray these days is not tremendously faster than what it was on late-00s hardware. It does fully support multicore, so there's that (and raytracing is famously an "embarrassingly parallel" problem). Modern SIMD could also bring a 2x to 4x performance boost; I'm not sure how vectorized/autovectorizable the current POV-Ray code is. If the shader language could be JITted, that might bring a nice benefit as well.
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[1] http://www.oyonale.com/image.php?code=590
That was/is not true. It could be even a CAD modeler. In fact, in the 90's, before the advent of subdivison surfaces (sds) in VFX production, everything you saw in blockbuster movies that was organic was NURBS patches. E.g. the dinosaurs in "Jurassic Park". Usually modeled in Alias PowerAnimator and then animated in Softimage.
Nowadays you can choose between polygon meshes, sds, T-splines also signed-distance-based modeling for organic stuff. In fact, even then you could do organic modeling from SDF primitives using the Oranica[1] modeler.
There were also many cheap or even free modeleres that supported bezier patch modeling at the time. Bezier/B-spline patches modelers were accessible to everyone on Windows and Mac OS at the time. And there were many renderers that could render those without artifact. I.e. REYES[2]-based.
You may have to mesh the SDF for further work (and then maybe render a Loop sds if you want a high order surface at render time). So mesh-based being the only choice was neither true when "The wet bird" was produced nor is it now.
I ran a small CGI shop (five people) a few years before this image was produced. We used Real3D/Alias PowerAnimator with a custom pipeline to do organic modeling with B-spline patches and rendering with PhotoRealistic RenderMan for Windows. No polygons were ever created (or harmed) producing any of the images we were paid for.
So yeah, the humans in that image were polgon meshes from Poser and exported to POV but that was just what the artist knew/choose.
[1] https://archive.org/details/organica-12 [2] https://en.wikipedia.org/wiki/Reyes_rendering
Actually that is exactly what people did in the aformentioned Organica modeler in the 90's. Yes, using a GUI modeling app but that is not a requirement here.
Some vids that show what is possible with a text editor and not much effort (if you have a lib of ready-made SDF components you string together in code):
https://www.shadertoy.com/view/3lsSzf https://www.shadertoy.com/view/WsSBzh
So yeah, I'd disagree with the 'nobody'. I wrote shaders for blokcbutser VFX as part of my job for over a decade. We regularly did some very complex SDF stuff there simply because we had to.
I think Gilles Tran especially would be the kind of person who'd do that sort of stuff[1] if the object in question was central enough to the image.
Which the motion blurred human figure in the "The wet bird" was not.
It's painful for me to use GUI or CAD tools because they're so much slower and less capable than the Dall-E image generator/CAD modeler/Star Trek Holodeck I have inside my own brain. This is in some ways limiting, analogous to a mathematician refusing to learn to use a computer. Nevertheless back to your point, I'm fairly certain I could model a plausible human programmatically from geometry primitives, but I won't claim to until I try. However what I am certain of is somebody can.
And I mean that in a very caring way as handn't wasted 5mins writing a reply to you if this was as obvious as you try to make it sound.
Of coarse, that is one of those weak areas you have to work around and ultimately helps define the style of povray, that incredible pathos of all those images devoid of people beyond the implied. This thread got me to install povray and start playing with it again. There is a fairly large speed increase, rendered the diffuse-back sample scene and it took 8 minutes, took hours on my old T42.
I can't even remember how I turned them into an animation, or if I even got to do that.
The main problem here is that POV-Ray is primitive based, NOT mesh based.
GPU rendering is heavily mesh optimized. They can process in parallel,
but only if all threads need to use the same base code. With POV-Ray,
there is no universal geometry handling code : Each and every primitive
require different code and GPU just can't cope with that requirement.
https://news.povray.org/povray.general/thread/%3C6115a40a$1@...For a modern GPU a mesh is an abstraction. You can think of it like a collection of very basic CPU cores which only know do do a few basic operation on a massive collection of data. This is an over simplification but an useful mental model.
Or did I not understand and you are saying povray's performance could actually be improved by modern GPUs without reworking how it deals with its primatives?