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


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