The method used expands on the already existing time interpolation for the irradiance map that is currently used for motion blur. This was simply extended to do the time interpolation over the samples of several irradiance maps for adjacent frames. This helps to greatly reduce the flickering in the resulting animation.
All animations are directly from the render, there is no additional compositing involved (e.g. separation into moving/static objects).
For the sponza scene towards the end of the animation, the irradiance maps were calculated at about 1 m 40s to about 2 m per frame, while the final frames rendered at about 1 m 10 s per frame. This was on a machine with 2 dual-core processors (4 cores total).
Animations looks nice, especially the Ape one, where the ape is all smooth and soft-looking, and the detail in the greebled wall is steady and sharp.
Lovely lovely!
We have been having serious problems with flickering in our animations recently and, they haven’t been sorted completely so anything to get rid of it is welcome.
Vlado, I know you mentioned that this was your first foray into looking at this problem but, can you give an idea of when it will be released ? If its not for another two releases - fine, I am curious.
I am forced to use LC and IR for animations to keep rendertime down all the time. QMC just wasn’t giving us the times we needed, but IR flickered too much. We eventually settled on IR maps, but I’m not particularly thrilled with the amount of flicker.
Unfortunately we also need to use a Bunch of glossies, but at the same time need to show really nice and sharp edges on thin details, so we even have to use Adaptive Subdivisions for anti aliasing as well. QMC for anti-aliasing, while using less memory, took Way longer with the same kind of quality.
This news is Definitely welcome. I hope to see the next version coming out Real soon. I keep watching the Announcements page but it never seems to have any news of R4(oh such disappointment).
So, this method produces way less flicker, but I can clearly see some big spots, travelling around Not THAT fast, as usually, but…
Anyways - great!
P.S. Hope to see method, when I can directly paint some areas of interest, so they would be rendered with higher precision Kinda DE, but only in those areas, which I point to, not the algorythm itself. I imagine - placing “dummy” in front of important areas, so VRay will recognise where to shoot more