Hi, a couple of months ago I played around with blender volume renderer and made some additions and also fixes. I needed a very special and easy type of volume rendering back then for a project and I based this on blenders volume renderer. I think part of my work could be also useful to others.
Some of the fixes and changes I have made back then were communicated to Matt and are partly in trunk. But most of the stuff isn't and keeps passing by. So before this gets completely obsolete and before I loose the last remaining bit of interest in it, I might wonder, if it would be appreciated to contribute this. Some of my changes: * Smaller fixes * Better alignment of the single scattering radiance cache (also called light cache in blender) * Self shadowing with bounding geometry * Stochastic multiple scattering, based on single scattering radiance cache (only isotropic scattering) Changes which still need work/reimplementation: * Caching/Baking of radiance caches * sigma_s for an RGB spectrum, currently only sigma_a can by tinted in a weird way * Adaptive sampling for volume ray casting, optimized for cache resolution 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. If there is interest in it, this might be the last chance of me merging this into blender. Tho I sort of believe that it doesn't mach much sense to put a lot of effort into blenders internal renderer these days, It wouldn't be that much work for me to include this and I can spare some days in February for this ;) So if there is interest, I would be happy to do a quick branch. aurel _______________________________________________ Bf-committers mailing list [email protected] http://lists.blender.org/mailman/listinfo/bf-committers
