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Chris Huff wrote:
>
> I have been working on a new transparence patch, eventually it will
> allow transparency to be controlled independantly of the pigment
> color(which will make use of transparent image_maps easier), but
> currently, only blurring is implemented. I have added two blur
> algorithms, one is based on the one used in the blurred reflection
> patch, which shoots a number of randomly jittered rays and averages
> their results, and a new one which attempts to solve the graininess
> problem of the original but is less accurate and has other aliasing
> problems. Basically, it shoots evenly spaced rays in two planes parallel
> to and intersecting along the ray, and perpendicular to each other.
> I plan to update the blurred reflection patch as well...my blurring code
> is at a deeper level, so the same code can be used for both reflection
> and transparence.
>
That looks promising, but if i understand things right both blurred reflection
and transparency are only fakes for rough surfaces (of course that doesn't mean
they are obsolete) The structures in the second version seem to have some
similarities with shadows from area lights.
I estimate both algorithms take quite long to render compared to normal
transparency depending much on what's behind the transparent object.
BTW, I remember you working on some pattern blurring function, did you have any
results in that direction ?
Christoph
--
Christoph Hormann <chr### [at] gmx de>
Homepage: http://www.schunter.etc.tu-bs.de/~chris/
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