The second pass is view-dependent and is based on an alternative to distributed ray tracing in which a z-buffer algorithm is used to sample the intensities contributing to the specularly reflected or transmitted intensity. ![]() The first pass is view-independent and is based on the hemi-cube radiosity algorithm, with extensions to include the effects of diffuse transmission, and specular to diffuse reflection and transmission. Based on these observations a methodology is presented for simulating global illumination within complex environments using a two-pass approach. View-dependent techniques are found to have advantages for calculating the specular component of illumination and view-independent techniques for the diffuse component. I haven't tried the Sony.mp4 codec, so not sure if it would do any better.I was aware that a 2 pass render is 'smarter' and gives better results, but didn't expect such unacceptable results for a 1 pass render. View-independent and view-dependent image synthesis techniques, represented by radiosity and ray tracing, respectively, are discussed. When the same video is rendered using 2 pass render, there is no 4 codec was used for render of this1080P HD video. ![]() ![]() A two-pass solution to the rendering equation: A synthesis of ray tracing and radiosity methods A two-pass solution to the rendering equation: A synthesis of ray tracing and radiosity methods
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