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

Ray Wells bf-committers@blender.org
Mon, 7 Jun 2004 00:41:34 -0700 (PDT)


--- Ray Wells <ray4552000@yahoo.com> wrote:
> 
> --- 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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Nevermind the whole thing.... it was a stupid idea to
begin with.. :/ back to the drawing board for me.


	
		
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