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, <[email protected]> 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 > [email protected] > http://lists.blender.org/mailman/listinfo/bf-committers > _______________________________________________ Bf-committers mailing list [email protected] http://lists.blender.org/mailman/listinfo/bf-committers
