from Ray Tracing News
Marcos认为,采样方面仍有很多需要深入研究的课题。
Arnold制作CAUSTIC等特效需要花费非常多的资源,但是制作普通的diffuse反射、AO等则更为擅长。Marcos认为后者对影片而言更为重要。
Macos目前研究uniform grids (ugrids)。(They were using a per-object ugrid (storing triangles) and then a global or "root" ugrid (storing objects), so in a sense it was a 2-level hierarchy of ugrids. )
一下是部分摘抄:
The two primitives used in Arnold are curved lines and triangle meshes. Bezier splines (directly intersected, not tessellated) are for hair, triangles are for everything else. Since curved lines use the same efficiency structures and all the rest, they ray trace quickly. This means that they can perform ray- traced motion blur on hair, something most studios won't even contemplate rendering directly (because it's so expensive) but rather use post-processing applications like Shake. An optimized, tightly integrated stochastic ray tracer makes this effect possible: the blurred hair itself, blurred shadows, blurred reflections, blurring seen through a glass sphere, etc. He's thought about level of detail for meshes, and ray differentials can give some sense of the detail needed, but it's a tricky problem. Luckily, most of the meshes he uses are made of curved patches that can be approximated to an arbitrary level of precision, so he has the luxury of generating more detail from a simple model, vs. the more difficult problem of decimation of complex meshes without losing important features.