Ohh.. the way the first post was written I figured you are the creator of this renderer. That’s why I was asking questions..
Now I figured it was a copy/paste from the website
I don’t think he is the founder, like he says on his blog, that he went to work on Disneys’ Hyperion Renderer
Hyperion
Just a quick update on future plans. Starting in July, I’m going to be working full time for Walt Disney Animation Studios as a software engineer on their custom, in-house Hyperion Renderer. I couldn’t be more excited about working with everyone on the Hyperion team; ever since the Sorted Deferred Shading paper was published two years ago, I’ve thought that the Hyperion team is doing some of the most interesting work there is in the rendering field right now.
I owe an enormous thanks to everyone that’s advised and supported and encouraged me to continue exploring the rendering and graphics world. Thanks, Joe, Don, Peter, Tony, Mark, Christophe, Amy, Fran, Gabriel, Harmony, and everyone else!
Normally as a rule I only post images to this blog that I made or have a contribution to, but this time I’ll make an exception. Here’s one of my favorite stills from Big Hero 6, rendered entirely using Hyperion and lit by Angela McBride, a friend from PUPs 2011! Images like this one are an enormous source of inspiration to me, so I absolutely can’t wait to get started at Disney and help generate more gorgeous imagery like this!
I think that it’s very good, because, in these images, they use the VertexConnection and Merging, with real caustics.
The room, and the author says:
"The scene is an indoor room that is lit primarily from outside through glass windows.
Yes, the windows are actually modeled as geometry with a glass BSDF!
This means everything seen in these renders is being lit primarily through caustics"
It’s really cool!
In Corona we have VCM. We cna make a good Caustics, but, it’s only an experiment engine.
because the other light transport parts make it incompatible with a lot of features. It is not just matter of adding the 2 results from two methods in photoshop, that would produce very bad results. the algorithms are interconnected on a very deep level, you cannot separate them and make one of them compute all fakes/extensions and the other just caustics
VCM is still there - System tab in Render setup, System Settings button, enable devel / debug mode, then the Performance tab shows the same settings as previous versions, including the Bidir/VCM Render engine.
blending just framebuffers would be horribly inefficient because 50% of a firefly is still a firefly. You need to blend sampling probabilities as well. The math gets much hairier there