[Bf-cycles] Micropolygon implementation

Michael Fox mfoxdogg at gmail.com
Sat Jan 4 11:55:50 CET 2014


what luxrender use for their mpoly displacments

http://www.cs.utah.edu/~bes/papers/height/paper.html

On 01/04/2014 04:26 PM, Matt Ebb wrote:
> On 4 January 2014 11:57, Nathan Vegdahl <cessen at cessen.com 
> <mailto:cessen at cessen.com>> wrote:
>
>     Regarding Monsters 2: I'm probably being needlessly pedantic here,
>     but isn't RenderMan's raytracing still based on on-the-fly
>     tesselation into micropolygon grids (using a geometry cache
>     iirc)?  Maybe that doesn't technically count as micropolygon
>     rendering, but I still think of it as being strongly related. 
>     It's sort of best-of-both-worlds: you get proper higher-order
>     surfaces and displacements, and you also get ray traced global
>     illumination.
>
> It's also ridiculously slow, so in practice you get nothing at all, 
> hence the full pathtracing mode coming in prman 19. For many (most?) 
> types of production scenes these days a modern raytracer beats the 
> pants off renderman's GI, and the set of those scenes is growing, not 
> shrinking as time goes by.
>
>
>
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