I just want to know - how can be those new IrradianceParticles in mr called ? Irrmap, LC... ?
Just pretty interested in that.
http://images.autodesk.com/adsk/file...leasenotes.pdf
Here's da quote:
Just pretty interested in that.
http://images.autodesk.com/adsk/file...leasenotes.pdf
Here's da quote:
New global illumination technique: irradiance particles
A novel global illumination technique, Irradiance Particles (short: IP), has been
introduced. It is, in many cases, superior to final gather and/or photon mapping
in terms of image quality, usability and performance.
A short description of the technique may be given as follows: before rendering,
importons are shot to the scene from the camera. Their hit positions with
information on the amount of direct (and possibly indirect) illumination coming at
their position (hence the name "irradiance particles") are combined into a map.
Optionally, one or more passes of indirect illumination can be computed. The
nature of the algorithm is that the computation is importance-driven. During
rendering, Irradiance Particles are used to estimate the irradiance for every
shading point; if only direct illumination is collected for irradiance particles, then
this is equivalent to one bounce of indirect lighting. Irradiance can also be
interpolated from precomputed values at particles' positions.
Irradiance Particles cannot be used in combination with global illumination and
final gathering (the options are automatically adjusted on an attempt to do so).
However, Irradiance Particles are compatible with caustic photons.
A novel global illumination technique, Irradiance Particles (short: IP), has been
introduced. It is, in many cases, superior to final gather and/or photon mapping
in terms of image quality, usability and performance.
A short description of the technique may be given as follows: before rendering,
importons are shot to the scene from the camera. Their hit positions with
information on the amount of direct (and possibly indirect) illumination coming at
their position (hence the name "irradiance particles") are combined into a map.
Optionally, one or more passes of indirect illumination can be computed. The
nature of the algorithm is that the computation is importance-driven. During
rendering, Irradiance Particles are used to estimate the irradiance for every
shading point; if only direct illumination is collected for irradiance particles, then
this is equivalent to one bounce of indirect lighting. Irradiance can also be
interpolated from precomputed values at particles' positions.
Irradiance Particles cannot be used in combination with global illumination and
final gathering (the options are automatically adjusted on an attempt to do so).
However, Irradiance Particles are compatible with caustic photons.
Comment