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Hello,
Please find a picture to illustrate my question (this is not my submission
for povcomp :-))
-> http://site.voila.fr/jcolin/galerie/GI/haltonrandom.jpg
and the source file for this picture (I can hardly make it simplier)
-> http://site.voila.fr/jcolin/Fichiers/cuisine.zip
The scene is a sort of closed box with a open window which illuminates the
room. No usual light source.
Used Feature: Radiosity with Randomized radiosity sampling directions (with
Halton sequence). The radiosity settings seem weird but it is only intended
to highlight that used feature.
Actually, I do not understand why the vertical wall (mesh) seems to show the
effect of random rotation of sample ray direction (which leads to the
expected noisy looking illumination) whereas the plane primitive for ground
has a regular "projection-like" illumination.
Kindly look at the following picture for comparison(It is the same scene
with Randomized radiosity sampling directions feature disabled):
-> http://site.voila.fr/jcolin/galerie/GI/haltonnonrandom.jpg
The ground/plane illumination is not changed.
My computer and my POV version :
Megapov 1.1
WindowsXP
512 Mo Ram
Intel 2400 MHz
By the way, and for this case, the same scene rendered with the internal
sample directions does not seem to give an uniform distibution of the 50
samples. which has already been reported in
http://www.8ung.at/halcyon/povray/custom-radiosity.html.
-> http://site.voila.fr/jcolin/galerie/GI/internalrandom.jpg
In addition, I noticed the recent issue raised by George Pantazopoulos too
(randomized sample direction rotation which is less effective for samples
taken from a near-normal direction. The effect is noticeable in scenes with
small bright sources (in a "cornell box"-like scene for instance))
Best Regards,
Jerome
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