POV-Ray : Newsgroups : povray.binaries.images : Multi-pass rendering and compositing in POV-Ray : Re: Multi-pass rendering and compositing in POV-Ray Server Time
31 Jul 2024 00:31:05 EDT (-0400)
  Re: Multi-pass rendering and compositing in POV-Ray  
From: Robert McGregor
Date: 12 Mar 2011 11:05:01
Message: <web.4d7b99a06b0cef9b94d713cc0@news.povray.org>
clipka <ano### [at] anonymousorg> wrote:
> Am 11.03.2011 11:30, schrieb nemesis:
> > clipka<ano### [at] anonymousorg>  wrote:
> >> Am 09.03.2011 17:09, schrieb nemesis:
> >> The multipass approach
> >> has its limitations; for instance. AO breaks down for indoor scenes.
> >
> > Only because its not true AO, just radiosity under an overcast sky. ;)
>
> So what /is/ true AO? From the little I know it is an effect limited to
> a single object, to account for self-shadowing to some degree. Which is
> not needed in POV-Ray in the first place as it supports self-shadowing
> out of the box - not to mention that the distinction between self- and
> non-self shadowing would open up some definition problem as soon as CSG
> enters the scene).

Check out this SIGGRAPH 2008 presentation "Image-Space Horizon-Based Ambient
Occlusion" from nvidia that explains some variations of the process:

http://developer.nvidia.com/object/siggraph-2008-HBAO.html


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www.McGregorFineArt.com


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