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"triple_r" <nomail@nomail> wrote:
> Awww. It's in the beta? I picked a fine time to run 'rm -rf /media/WINDOWS'.
> I guess I'll have to be patient. Oh well. No regrets.
It's in the beta, but it's still alpha - very, very alpha ;)
> If I had to take a guess at the answer to your question, I'd say that
> restricting the use to surface illumination from subsurface scattering means
> you can make quite a few optimizations. Here's an example, but I'm not sure
> how much of this is included in the beta:
>
> http://graphics.ucsd.edu/~henrik/papers/fast_bssrdf/fast_bssrdf.pdf
Exactly those. Can't be implemented 1:1 in POV due to the different basic
approach (relies on a mesh to pick sample locations), but it shows a general
direction to go regarding optimization.
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