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On 22/06/2015 05:07 PM, clipka wrote:
> PBR avoids old-school shading models and rendering algorithms that were
> designed to achieve a particular effect, and instead uses mechanisms
> that were designed to model the underlying physical processes.
>
> POV-Ray has been heavily geared towards PBR in recent times, and UberPOV
> should by now be a viable PBR tool, provided you stick to the following
> rules:
I don't know, man. Like, in the beginning, everybody did scanline
rendering, which is very fast and just barely capable of crudely
approximating enough effects to be almost believable.
And then people started using ray-tracers, which "model the real
physics" to achieve far more realistic results. They work by directly
tracing individual rays of light, rather than trying to fake it somehow
with clever short-cuts. Things like physically correct specular
reflection on curved surfaces are trivial for a ray tracer, but
notoriously difficult with scanline rendering.
...except that classical ray-tracers are *still* using short-cuts. Like
point-lights. These do not exist in the real world, but look just about
convincing enough that it can look OK. Or "ambient light", which is a
crude approximation to global diffuse inter-reflection...
So people start adding hacks like photon maps and pre-computed radiosity
to try to work around the defects.
And now, people just run unbiased renderers on the GPU which *directly*
simulate all manner of effects like caustics and diffuse reflection
properly, by simply computing *all* light paths by brute force...
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