[Bf-committers] Improving the quality of soft shadows
Ton Roosendaal
bf-committers@blender.org
Thu, 18 Dec 2003 14:53:09 +0100
Hi,
It was one of the first things I tried, getting rid of the annoying
banding in soft shadow. I didn't get quickly good results with it
though... the sample patterns I use now need much more research. First
want to have an optimal one, and then I'll retry. :)
I also want to include in the octree system a method to quickly reject
rays that don't intersect, based at previous results, or some adaptive
schedule. That way firing 100 shadow rays can be much faster.
Last note; I think you will like what I am coding now (not committed),
and that's getting rid of a lot of nasty globals from rendering. The
main shading loop will be fully made local, accepting an input and
output like:
shade(RenderInput *ri, ShadeResult *sr)
and a couple of default helper calls to calculate texture coordinates
and OSA info.
Which will enable all kinds of nifty stuff later on.
-Ton-
On Wednesday, Dec 17, 2003, at 21:39 Europe/Amsterdam, Nathan Vegdahl
wrote:
> I remembered a paper a read a year or so ago that had to do with a new
> sampling
> stratagey, called "interleaved sampling".
> I think that it could be applied to the soft-shadow sampling, and I
> suspect
> that doing so would improve the quality of the soft shadows
> considerably
> without much expense.
> (It could also, perhaps, even be incorperated into other
> over-sampling based
> features in Blender such as anti-aliasing and motion-blur).
>
> Here is a link to the paper:
>
> http://citeseer.nj.nec.com/keller01interleaved.html
>
> --Nathan Vegdahl
>
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--
Ton Roosendaal Blender Foundation ton@blender.org
http://www.blender.org