View Full Version : Pixar Points(Rendering)

11-20-2011, 04:18 PM

11-30-2011, 05:40 AM
It's almost the same as cached interpolated GI in LW..

11-30-2011, 07:35 AM
Almost but not the same. The point is to achieve a mesh-based point cloud cache, based on subdivisions of the mesh, so it's a lot more stable. The downside to this is the insane amounts of data which it can generate (the point cloud is based on the subdivided mesh, which could resolve as billions of points), so you need a very robust memory handling, and bucket-based solutions help here, as once your initial point cloud is calculated, you only need to load in what's needed per bucket. Integrating this with a raytracing pipeline could be very complex to do, so it may not be possible with LW.. Of course, I'd love it!:)