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> Hello everyone,
> I'm working on a real time approach to GI and
> I was looking for an engine able to provide the ground
> truth for my experiments.
> Essentially I have the following setting:
>
> A "hollow" object filled with an homogeneous media
> and containing one or more solid objects.
>
> I want a rendering accounting for:
> * single and multiple scattering
> * reflection / diffraction
>
> I've browsed for existing engines and POV Ray seems the only
> one that should be able to do it (by photon mapping).
>
> So my question is simply: did I get something wrong of do you foresee
> problem to do it with povray?
>
> Thanks in advance,
> Fabio
>
>
Single scattering: easily done using scattering media. Assume the
scattering particles are small to very small compared to ther individual
dimention and spacing. Can be computationaly heavy.
Multiple scattering, assuming a large number of scattering events: Use
the current 3.7 beta and subsurface light transport (SSLT).
Computationaly heavy.
Intermediate case where there are few, but more than one scattering
events: NOT supported at the present time. Maybe never.
Reflections and difracions: supported. Relatively light on computation.
You can add dispersion simulation. Can be computationaly heavy depending
on the smoothness desired.
Diffuse interreflections: effectively simulated using the radiosity
feature. Can take into acount the scattered light from a media. CAN'T
illuminate that media from the diffused light from an object.
Computationaly heavy.
Imaging the path of reflected light from a reflective surface, or the
refracted light through a transparent object : done using photons.
Photons can illuminate a media.
All those are modelisations. Exact emulation of the real effects is not
guaranteed, but is most of the time close enough.
Hard to do: diffuse reflection and difraction. No direct support. Can be
done using averaged normal perturbation. Will cause render time to soar.
Each tracing ray hiting those get multiplied at each such surface.
If you want to use all those features, "real time" rendering becomes
undoable. Even with the more powerfull computer available now, and in
the close future.
If you want a reference, you are on the right track.
Alain
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