Re: Importance sampling and sharp shadows in IBL

Date : Thu, 19 Apr 2007 18:31:52 +0200
To : XSI(at)Softimage.COM
From : Andy Jones <andy(at)thefront.com>
Subject : Re: Importance sampling and sharp shadows in IBL
I don't know of this existing in mental ray, but basically, it sounds like VRay biases its sample density on the FG map so that the expected variance of the samples coming from any particular section of the map is roughly equal. In contrast, if you don't do something like that and you sample the map evenly, the expected variance from a contrasty area will be much higher than the expected variance of a low contrast area. To minimize the total "sum of squares" variance of all the patches added together (i.e., the random flicker/error of the sampling), you want the variances of all the light sampled in each direction to be as even as possible. (Not sure if that's exactly true in a strict mathematical sense...)

To make an analogy to an FCurve, suppose you have a plotted curve with tons of keyframes. The curve moves around a whole lot at the beginning of the animation, then becomes pretty stable at the end. If you want to reduce the curve to some smaller number of keyframes, you'd want to use most of them to achieve the contours of the active part of the curve. And the stable part can be approximated with just a few keys. The FG thing it's kind of a similar principle.

That said, I've never actually touched V Ray, so I can't say for sure if that's what they're talking about. If it's not, someone should really make a shader that does what I just described...

- Andy

Dawa wrote:

Heres the test render for shadows. From V ray.
-Dawa


Dawa Fruitman Animation director

TOPIX
35 McCaul St., Suite 200, Toronto, ON, M5T 1V7
t  416.971.7711    f  416.971.9277

www.topixfx.com


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*Dawa Fruitman
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