Re:Physically Based Rendering: From theory to implementation...
by blenderdt on Thursday March 17, 2022 @04:02PM
(#30715293)
What I also think is amazing is that algorithms improve all the time. For example the Blender Cycles render engine has been rewritten lately. Using the latest knowlegde and algorithms it is now more than twice as fast.
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Re:Physically Based Rendering: From theory to implementation...
by pixelpoet on Thursday March 17, 2022 @04:45PM
(#30715692)
Yep, and that design had been presented ages ago[0] already by the Finnish geniuses who basically designed Nvidia's ray tracing tech[1] (as well as the state of the art in GANs[2]), and even implemented in some lesser-known renderers like Indigo Renderer :)
These days the most exciting research I think is in path guiding and many-light sampling techniques.
[0] https://research.nvidia.com/sites/default/files/pubs/2013-07...
[1] https://research.nvidia.com/publication/understanding-effici...
[2] https://research.nvidia.com/publication/2021-06_Alias-Free-G...
Re:Physically Based Rendering: From theory to implementation...
by ur-whale on Friday March 18, 2022 @02:47PM
(#30725978)
Yeah, except that Cycles focus isn't on accurate physical rendering, but rather on quick and dirty, visually pleasing approximations.
Its primary purpose is to be be used by artists for SFX type work, but if you're looking to make really accurate renderings of complex lighting scenes, for e.g. accurate architectural renderings, I would not use cycles and look at luxcore [0][1] instead.