[Bf-committers] Proposed Method for GI in blender internal
Mon, 7 Jun 2004 00:41:34 -0700 (PDT)
--- Ray Wells <firstname.lastname@example.org> wrote:
> --- Arne Schmitz <email@example.com>
> > Am Freitag, 4. Juni 2004 23:15 schrieb Ray Wells:
> > > I came up with a cool idea for quick GI in
> > > 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
> > search in photon mapping
> > then?
> > In fact I do not see any advantage or big
> > 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
> my document confuse you?? I guess i'll rewrite it.
> 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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