Chaos Corona Forum
Chaos Corona for 3ds Max => [Max] General Discussion => Topic started by: Oltskul on 2013-09-18, 15:45:42
-
And little bit of looks inside to Corona..
I have litterraly NO IDEA, what is going on in Corona. Is Corona Core some equation? Some sort of whole bunch of equations?
Please Keymaster, shine some inside of this magic upon us!
It is not about some particular stuff. But in some sort of gerenely speaking.
Thanks Oltskul!
-
the core is a solver of the rendering equation. It solves the equation by using the Monte Carlo method. The equation is basically "color of a pixel is an integral of all light path contributions". Integral means sum of infinite number of infinitely small parts (light paths). Monte Carlo works by randomly selecting some samples (light paths), calculating their contribution (BRDF sampling, light sampling, ray tracing), and averaging the results. If a highly contributing path is randomly selected, the pixel is bright, if the path is occluded, the pixel is dark (random noise). With more samples added, multiple random bright and random dark paths average to the correct solution.
-
So though not without the Monte Carlo ...
I'm upset.
-
what?
-
Keymaster, I don't want to manage your personal information ;) but you could drop links to your master and bachelor thesis somewhere here. Reading it is really enlightening in some points. :)
-
I was more than confident that Corona using Bruteforce Pathtrace with some optimization. ;)
-
I was more than confident that Corona using Bruteforce Pathtrace with some optimization. ;)
ehm, monte carlo is exactly the "bruteforce pathtrace"
-
OK-ish O_o got the basic idea...
that Rendering Equation.. It is only one of these? And how many Ancient Aliens Magical Hyeroglps does it contain?
And all those functions you write, are "way how to" handle light sample?
-
Rendering equation is really simple:
(http://upload.wikimedia.org/math/5/c/8/5c8e5100fc6df22c8938ce77ed686a42.png)
-
Rendering equation is really simple:
(http://upload.wikimedia.org/math/5/c/8/5c8e5100fc6df22c8938ce77ed686a42.png)
and this equation is THE Only one? IE in V-ray, octane and so on... or everybody tweak it in their own way?
-
this is the basic principle, it is similar to the way all realtime 3D engines use the same projection matrix, you can implement its solver in very different ways. But yes, this is what every unbiased renderer computes