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John VanSickle <evi### [at] hotmailcom> wrote:
> 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.
In order to get a grain-free smooth result, you would have to shoot
something like 50 rays per pixel or more (depending on the scene and the
amount of blurriness). Think about how long it takes for a scene to render
with that much antialiasing.
Just sending all the reflected rays at once, however, can be much faster
in simple cases because it's done only for the reflecting surface. For example,
this image took just a few minutes to render:
http://warp.povusers.org/pics/Rubiks_Revenge2.jpg
--
- Warp
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