|
![](/i/fill.gif) |
Christopher James Huff wrote:
>
> Some time ago, I heard about another method that follows rays through
> the scene one path at a time instead of splitting the rays at each
> surface. When a surface that both reflects and refracts is hit, one of
> the two is chosen at random.
That's how you do it with path tracing - noisy images are usually the
result unless you use really lot of samples.
> I did some tests using my own raytracer, and it is possible to get good
> results with a very good increase in rendering speed. I've come up with
> two different algorithms based on this technique. The first chooses
> randomly between refraction and reflection for each material evaluation,
> which gives grainy results unless a lot of samples are used. The second
> makes these choices for an entire pass of the image. That is, it renders
> the image in multiple passes, deciding whether to do reflection or
> refraction for each trace level and using the same choices for the
> entire image pass. 64 passes with this technique took 5 minutes, where
> the traditional technique required 9 minutes.
You mean 64 passes together 5 minutes? And how do you combine them?
The problem also is you usually don't have only reflection and
refraction but also a diffuse part.
> I've posted three images in povray.binaries.images demonstrating the
> traditional method and the two new methods.
>
Were not viewable here.
Christoph
--
POV-Ray tutorials, include files, Sim-POV,
HCR-Edit and more: http://www.tu-bs.de/~y0013390/
Last updated 21 Mar. 2004 _____./\/^>_*_<^\/\.______
Post a reply to this message
|
![](/i/fill.gif) |