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clipka wrote:
> The idea behind this is that it is no good to shoot e.g. approx. 4
> prinary ray for each pixel (for AA), but 4x10 = 40 secondary rays for
> first blurred reflection, 4x10x10 = 400 tertiary rays for second blurred
> reflection, and maybe another 4x10x10x10 = 4000 shadow test rays for
> area lights, when you could instead shoot e.g. 20 primary rays, 20x2 =
> 40 secondary rays, 20x2x2 = 80 tertiary rays, and 20x2x2x2 = 160 shadow
> test rays.
Pixar's docs indicate that shooting one reflected ray and/or one
refracted ray for each intersection that has reflection and/or
refraction in the shader, and one shadow ray for each intersection for
each light source, is enough; anti-aliasing is accomplished by jittering
the light sources and the reflected and refracted rays, and setting the
overall anti-aliasing level high enough to reduce granularity to an
acceptable level.
Regards,
John
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