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Vincent Le Chevalier wrote:
> As far as I understand, there is no mixing going on in these methods,
> not at the ray level. You don't shoot one ray per pixel, you shoot many
> of them, and make them bounce around surfaces or refract with
> probabilities according to the transparency.
Curiously, altho each individual photon (in real life), when measured,
will have either reflected or refracted, I imagine it's also possible
for photons to interact with each other (in a quantum kind of way)
before they get back to the camera. So I kind of wonder where the "our
renderer is based on real physics" claim comes into it...
The *real* problem, of course, is that you're shooting rays from the
camera instead of the light sources. :-) Reverse that, and all the
problems (except efficiency) go away.
--
Darren New / San Diego, CA, USA (PST)
Remember the good old days, when we
used to complain about cryptography
being export-restricted?
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