Hi Aurel Regarding baking of radiance cache, have you considered a camara/view independent baking?. A way to implement this is raycasting from ligth sources and not the camera, sice ligth is aditive, for baking with several ligth sources you simply iterates over them.
Cheers Farsthary > Another problem I got, I have no good idea, how to add baking of radiance > cache. > > So basically, the radiance cache, is aligned with the global bounding > box of one object. For a relative static scene, including light > sources and a static volume, this radiance cached can be cached or > baked for several frames. For each frame, simple volume ray casting > without shading each sample point can then be done, which is of course > way faster. > > For a moving camera relative to the volume, this would currently only > work with isotropic scattering, because I don't save the angular > distribution of radiance. When doing multiple scattering, this would > also be inherently isotropic. Doing this for the anisotropic case > would be just way more advanced than this simple solution. > > For my purpose it was sufficient to just specify two cache files for > the ms and ss radiance, compute and dump the cache in a binary format, > when those files weren't in existence and load them, if they weren't. > But I wonder, how to include this properly,.. should I come up with > some cache file format, do this with baking, etc? > > Currently I also did just one completely normal render pass and dumped > the radiance cache on the first frame,... but it may be more > appropriate, when there is some baking option, that I don't do a full > render, but just compute the radiance cache for selected objects. > > aurel > > On 24 January 2011 18:32, <ra...@info.upr.edu.cu> wrote: >> Hi Aurel :) >> >> Improvements are allways wellcome, thanks! >> >>> I have written a documentation back then, which is full of other >>> details of the related project and a more general discussion on volume >>> rendering. But in the volume rendering section, there should be a good >>> explanation of my work: >>> http://atommuell.mum.jku.at/~aurel/VolumeScatteringSimulation.pdf >>> >>> Again, it's really not an advanced multiple scattering technique, >>> actually quite simple stuff. At the end of the document there are also >>> some more formal tests, which proof the correctness of the single >>> scattering implementation by comparing it to analytically solved >>> scenes. >> >> I must say, is an excelnt paper, I enjoyed a lot reading it, congrats! >> the technique may seems simple but is correct so is a nice adition to >> our >> model... go for it :) >> >> Cheers >> Farsthary >> >> _______________________________________________ >> Bf-committers mailing list >> Bf-committers@blender.org >> http://lists.blender.org/mailman/listinfo/bf-committers >> > _______________________________________________ > Bf-committers mailing list > Bf-committers@blender.org > http://lists.blender.org/mailman/listinfo/bf-committers > _______________________________________________ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers