[Bf-committers] Proposed Method for GI in blender internal

Ray Wells bf-committers@blender.org
Mon, 7 Jun 2004 00:36:40 -0700 (PDT)


--- Arne Schmitz <arne.schmitz@mmweg.rwth-aachen.de>
wrote:
> Am Freitag, 4. Juni 2004 23:15 schrieb Ray Wells:
> > I came up with a cool idea for quick GI in blender
> > internal..
> 
> I do not really get what is new to your idea.
> Especially your argument that 
> one need billions of photons, or otherwise the
> information will be useless. 
> Why do you think you're doing a k-nearest neighbour
> search in photon mapping 
> then?
> 
> In fact I do not see any advantage or big difference
> of your proposal compared 
> to photon mapping, be it time or space complexity --
> if I could figure out 
> what the complexity of your algorithm would be...
> 
> I agree with Anders that photon mapping is the way
> to go becaus it is 
> 
> a) quite simple (no difficult math at all)
> b) efficient, provided you use some appropriate
> search structures
> c) allows visualization of
> 	1) diffuse interobject reflections
> 	2) specular reflections with caustics
> 	3) volumetric effects such as fog or subsurface
> scattering
> 
> Cheers,
> 
> 	Arne
> 
> -- 
> [--- PGP key FD05BED7 --- http://www.root42.de/ ---]
> 

> ATTACHMENT part 2 application/pgp-signature 

???! That wasnt photon mapping i was talking about did
my document confuse you??  I guess i'll rewrite it. (I
suck majorly at documentation)


	
		
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