[Bf-committers] Volume Rendering Updates

raulf at info.upr.edu.cu raulf at info.upr.edu.cu
Thu Jan 27 18:13:19 CET 2011


Hi Aurel

Regarding baking of radiance cache, have you considered a camara/view
independent baking?.
A way to implement this is raycasting from ligth sources and not the
camera, sice ligth is aditive, for baking with several ligth sources you
simply iterates over them.

Cheers
Farsthary

> Another problem I got, I have no good idea, how to add baking of radiance
> cache.
>
> So basically, the radiance cache, is aligned with the global bounding
> box of one object. For a relative static scene, including light
> sources and a static volume, this radiance cached can be cached or
> baked for several frames. For each frame, simple volume ray casting
> without shading each sample point can then be done, which is of course
> way faster.
>
> For a moving camera relative to the volume, this would currently only
> work with isotropic scattering, because I don't save the angular
> distribution of radiance. When doing multiple scattering, this would
> also be inherently isotropic. Doing this for the anisotropic case
> would be just way more advanced than this simple solution.
>
> For my purpose it was sufficient to just specify two cache files for
> the ms and ss radiance, compute and dump the cache in a binary format,
> when those files weren't in existence and load them, if they weren't.
> But I wonder, how to include this properly,.. should I come up with
> some cache file format, do this with baking, etc?
>
> Currently I also did just one completely normal render pass and dumped
> the radiance cache on the first frame,... but it may be more
> appropriate, when there is some baking option, that I don't do a full
> render, but just compute the radiance cache for selected objects.
>
> aurel
>
> On 24 January 2011 18:32,  <raulf at info.upr.edu.cu> wrote:
>> Hi Aurel :)
>>
>> Improvements are allways wellcome, thanks!
>>
>>> I have written a documentation back then, which is full of other
>>> details of the related project and a more general discussion on volume
>>> rendering. But in the volume rendering section, there should be a good
>>> explanation of my work:
>>> http://atommuell.mum.jku.at/~aurel/VolumeScatteringSimulation.pdf
>>>
>>> Again, it's really not an advanced multiple scattering technique,
>>> actually quite simple stuff. At the end of the document there are also
>>> some more formal tests, which proof the correctness of the single
>>> scattering implementation by comparing it to analytically solved
>>> scenes.
>>
>> I must say, is an excelnt paper, I enjoyed a lot reading it, congrats!
>> the technique may seems simple but is correct so is a nice adition to
>> our
>> model... go for it :)
>>
>> Cheers
>> Farsthary
>>
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