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Graphics > RenderMan interface > Shading and sam...
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Shading and sampling

by haggi krey <haggi@[EMAIL PROTECTED] > Apr 19, 2008 at 12:52 AM

Hi,

I'm still try to understand how shading and sampling is done in 
renderman compliant renderers. If someone could give me some additional
insight I'd be very happy.


 From what I could read is that:

- a geometry is divided into a micropolygon grid
- shading is done at the vertices of the micropolygons
- then the sampling collects the shading samples of all x,y neighboring 
pixels and combine them via a filter into the final pixel
- at the end, the pixels are filtered with a xyz filter

Okay. This mean if I have a high frequency texture where I need more 
shading samples I need more micropolygon vertices. This can be archived 
via a lower shading rate. This way I get a smoother result.

And because all shading samples in the x/y area for filtering have to be 
in memory until the final pixel is done, I need more memory if I 
increase samples in x and y.

Is this correct, more or less?

If yes, I have a question:

I did some simple tests with AIR and mayaman.

- If it is true that the renderer creates more micropolygons with a 
lower shading rate, why does my rendering take almost the same memory if 
I have a shading rate of 8 or .1?

Thanks

haggi
 




 4 Posts in Topic:
Shading and sampling
haggi krey <haggi@[EMA  2008-04-19 00:52:57 
Re: Shading and sampling
Moritz <virtualritz@[E  2008-04-21 05:02:27 
Re: Shading and sampling
haggi krey <haggi@[EMA  2008-04-22 23:50:43 
Re: Shading and sampling
Moritz <virtualritz@[E  2008-04-25 07:00:29 

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tan12V112 Sat Nov 22 11:26:02 CST 2008.