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  • Detail Enhancement

    ??? what is "Detail Enhancement" -- (something that was added in beta 2) ?
    i've read Micha's post about it, but don't understand what/where it is. how would you use it?

    cheers,
    --j.andre.

  • #2
    Re: Detail Enhancement

    This option can be found at Beta 1 and you find more infos here:

    http://www.spot3d.com/vray/help/150R...vancedimap.htm

    This means, you can use a low setting smooth IM and get details per QMC calculation at details. For example use IM undersampling -1, subdivs 50 and samples 30 allways in combination with DE. At scenes with many small details the DE can cause, that the rendering need more time, because the IM is calculated, but not used.

    Also you could search at the chaosgroup forum for more user infos.
    www.simulacrum.de - visualization for designer and architects

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    • #3
      Re: Detail Enhancement

      Detail Enhancement is a new feature that is in beta 1 (so you can try it if you like). It is in the IR rollout. DE is basically a hybrid method using the capabilities of Irradiance Mapping to capture the general detail and smooth results, with QMC's ability to render intricate detail and accurate illumination. This allows for high quality and high speed which is the ultimate goal really. Below is a bit more of a technical explanation from Spot3D. Enjoy

      Originally posted by Spot3d
      Detail enhancement is a method for bringing additional detail to the irradiance map in the case where there are small details in the image. Due to its limited resolution, the irradiance map typically blurs the GI in these areas or produces splotchy and flickering results. The detail enhancement option is a way to calculate those smaller details with a high-precision QMC sampling method. This is similar to how an ambient occlusion pass works, but is more precise as it takes into account bounced light.

      On - turns on detail enhancement for the irradiance map. Note that an irradiance map calculated in this mode should not be used without the detail option. When detail enhancement is On, you can use lower irradiance map settings and higher Interpolation samples. This is because the irradiance map is only used to capture the general far-off lighting, while direct sampling is used for the closer detail areas.

      Scale - this determines the units for the Radius parameter:

      Screen - the radius is in image pixels.

      World - the radius is in world units.

      Radius - this determines the radius for the detail enhancement effect. Smaller radius means that smaller parts around the details in the image are sampled with higher precision - this would be faster but may be less precise. Larger radius means that more of the scene will use the higher precision sampling and may be slower, but more precise. This is similar to a radius parameter for an ambient occlusion pass.

      Subdivs mult. - this determines the number of samples taken for the high-precision sampling as a percentage of the irradiance map Hemispheric subdivs. A value of 1.0 means that the same number of subdivs will be used as for the regular irradiance map samples. Lower values will make the detail-enhanced areas more noisy, but faster to render.
      EDIT: Micha responded at the time I was writing this, so now you don't have to click on the link
      Damien Alomar<br />Generally Cool Dude

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      • #4
        Re: Detail Enhancement

        thanks guys.
        i'm playing with it now.
        there's a little learning curve understanding the lingo here... like IR, and QMC... just realizing that that is Irradience Map and Quasi Monte-Carlo.

        i'm getting there slowly.
        thanks again.

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        • #5
          Re: Detail Enhancement

          IR=Irradiance Mapping (also goes by IM)
          QMC= Quasi Monte Carlo (can reference GI engine or Image sampling)
          LC= Light Cache
          PPT= Progressive Path Tracing (derivative of LC)
          AA= Anti Aliasing (in UI refered to as image sampling)
          (IR,QMC,LC)+ (QMC,LC)= the first letters denote the first bounce and the second letters denote the secondary bounces (although Micha some times writes it backwards)
          FB= Frame buffer
          DE= Detail enhancement
          GI= Global Illumination (usually refers to either the Environment lighting or indirect lighting in general)
          SubD= Subdivisions

          If there are any others feel free to add.
          Damien Alomar<br />Generally Cool Dude

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          • #6
            Re: Detail Enhancement

            thanks dalomar, that helps.

            --j.andre.

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