Importons
Importons are "virtual particles". In some aspects they are similar to
photons: they bounce in the scene. There are significant differences
though: unlike photons, importons do not distribute energy. Instead,
they contain a color describing with which factor an illumination at
a certain location would contribute to the final image. As a result,
they provide information to the rendering core on how computational
efforts should be distributed in order to get an image of best
perceptual quality with limited computational resources.
Unlike photons, importons are emitted from the camera and bounce towards
lights, i.e. in the direction opposite to the photons. However, the
duality of lights makes it possible to apply photon shaders to importons.
For simplicity, mental ray does not introduce a new type of shader but
uses photon shaders for importons as well.
Importons are used as a supplementary mechanism which improves the
rendering quality and performance. It is used as the primary mechanism
to drive the quality of irradiance particles.
Another usage in current mental ray is to improve the quality of the
globillum photon map. It allows to
dramatically reduce the size (and thus speed up lookup) of photon maps
with a help of the merging within a variable merging distance which is
determined with the help of importons. Such variable merging distance
is superior to the existing constant merging distance.
If enabled, importons are shot before photon maps are created.
They are used to during the globillum photon map creation. As the
are not relevant for globillum photon map nearest neighbor lookups,
importons are discarded once the photon map is created.
The importons map is controlled by rendering
options of the scene. Some
known limitations apply.
Copyright © 1986, 2015
NVIDIA ARC GmbH. All rights reserved.