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Chambers schrieb:
> Actually not bad, for having a single primitive type and an extremely
> simplified test scene :)
>
> BTW, one thing I've always disliked about many GI renderers is the need
> to perform multiple passes to get rid of the speckles. POV's method of
> a single, high quality pass is, I believe, much to be preferred.
For real-time rendering the multi-pass approach is much better suited
though: Just re-starting the render whenever the user pans or dollys
around gives you a simple and low-latency way of trading speed vs. quality.
I don't think it matters much /how/ a good-quality render is achieved,
provided that it is achieved in due time. I'd actually prefer a coarse
speckled preview over being able to quickly see the top-left corner in
full quality :-), and the only reason why I prefer POV-Ray over MCPov is
that I think POV-Ray in most cases gives almost the same quality in much
shorter time (due to the caching of data), and that I find MCPov hard to
set up (due to the inevitable hassle with portals because it doesn't
support POV-Ray's classic lighting model).
And strictly speaking, POV-Ray can't do GI in a single pass either: It
needs radiosity pretrace to achieve any reasonable quality.
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