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> Vincent Le Chevalier <gal### [at] libertyallsurfspamfr> wrote:
>> First, I don't understand completely what you are trying to do. If you
>> implement an unbiased method, of course the pictures will be radically
>> different.
>
> Unless I have understood something completely incorrectly, I think that
> "unbiased rendering" simply means that light is not assumed to be coming
> from a specific direction, but the entire space is sampled for possible
> incoming light.
>
But that means that the images should be different, no? And I mean, more
than just noisy...
> Well, the phong lighting model is a perfectly valid BRDF, so I see
> absolutely no reason why unbiased rendering would exclude the possibility
> of using it. I don't believe that unbiased rendering would somehow limit
> what kind of BRDFs you can use.
>
I'm not sure about the phong model being a valid BRDF. But I don't
remember the details so let's say it is...
> If the phong lighting model is used as the BRDF for all surfaces the
> end result should be pretty much the same using unbiased rendering than
> using the traditional raytracing method (except for the possible graininess).
>
Except that traditional raytracing neglects plenty of light transfers,
which is what is making it biased in the first place. It's not even a
question of what BRDFs are used...
>> There is no way around that. If the pictures, with the exact
>> same parameters, were only more grainy, but eventually converged to the
>> exact same image on average, then the method would be biased...
>
> I'm more interested in the single-path-tracing than in the unbiasing.
>
> (Besides, I think the only difference pure unbiased rendering would do
> is to make the image have global illumination, ie. what povray calls
> "radiosity", especially if big area lights are used instead of point
> lights.)
>
Well that's a big difference, and I don't know if it's really possible
or even desirable to make a single path if you're not looking for an
unbiased result.
>> The other problem is indeed that many material models within POV-Ray are
>> physically inaccurate
>
> I bet all BRDFs are physically inaccurate to some extent, and only
> *approximate* the real thing. The phong lighting model is one approximation
> among others (it might not be the best one, but it's a simple and fast one,
> and often gives good results).
>
I was thinking more of your reflection 1 transmit 1 example. Energy
conservation is still one of the basic properties of BRDFs. There is no
way you can represent that with a BRDF. Of course all BRDFs are only
approximations, but that does not mean that they do not have
constraints. I guess my use of "physically accurate" is the problem here...
>> I suspect the case of your black reflective object is a bit similar.
>
> No, that phenomenon happens in real life. Even surfaces which do not
> reflect diffusely light almost at all can have strong specular reflection
> properties. That's the reason why pitch-black plastic can have bright
> highlights. It has something to do with quantum mechanics or something
> similar, don't remember any details.
>
In your previous post, you said:
> The algorithm presented above calculates the non-weighted average of
> the diffuse and specular components. This means that, for example, a
> black object cannot have a completely white highlight (because the averaging
> will make it gray), even though in real life it's perfectly possible for
> this to happen.
A black object can have a bright highlight, of course. Or rather, a
bright reflection. In that case, you would lower diffuse_amount, to be
able to set a higher reflection_amount.
What you cannot do is a white object with a 100% reflection on top of
that. Because if you define that 100% of the incoming light goes in the
specular reflection, there is nothing left to be diffused. So making the
object white effectively means you have a dimmer highlight.
The problems in the algorithm is the colors should all be normalized.
That way the only possiblity to have a black object is lowering its
diffuse_amount, not setting its color to black. In current POV, you can
do one or the other...
--
Vincent
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