Estimate AO with the GPU Raymarcher #27
Labels
Priority: High
Project: Renderer
Issues relating to the core hair renderer itself.
Type: Feature
Something new and shiny is being requested.
Now that we have a reference AO solution (#25) we should try to approximate it by using our raymarcher. In a nutshell, we can do this by shooting rays from the camera toward the strand that is to be shaded, and then "counting" the number of strands in the way (which is the local density of hair calculated by the voxelization). This gives us the expected AO as seen from the camera's point-of-view. This is of course not the same thing that is being calculated by the raytracer, so an alternative solution would be to sample in the neighborhood around the strand we want to find the AO of (or even shoot rays from the strand in random directions, and accumulating the number of strands encountered). I think it's worth a shot to try both approaches, and see what seems most reasonable with the ground-truth (the second one is likely to match up with the raytracer).
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