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Welcome. In this video, we'll be walking through various features as well as their performance.
Welcome. In this video, we'll be walking through various features as well as their performance.
Press "Shift+Q" to bring up menu
The first important option is the maximum steps. This determines the quality of the render.
We'll enable warping in order to show the effect
You can see distortion errors in the far distances where the renderer hits the maximum steps
We can increase the max steps to lessen these numerical errors
Notice the difference in quality.
Notice the difference in quality.
However, at the same time performance also decreases. It is a trade-off.
We'll now discuss two other rendering modes.
The first one is distance. Which outputs depth as pixel values.
The depth is essentially the distance from the camera to the scene.
There is a certain cut-off point beyond which is rendered black.
The other mode is steps. It outputs pixel values as the number of steps taken during ray march.
This mode shows the number of steps taken from the camera to reach the scene.
Notice that the edges are darker, signaling that more steps were taken.
This is because when rays march close to the surface, the distance of each step is small, so more must be taken to intersect the scene.
Each visual effect are a separate pass and can be viewed individually.
This is no shading at all. Just flat color.
We'll go down the list. First is ambient occlusion.
Subsurface scattering is next. For this we need to switch to a different shape since the round box is an unsigned function and does not work.
Next we'll show how multiple effects can be combined to produce a nice render.
Diffuse + reflections + soft shadows
To show full effect we'll enable warping
Notice the errors in the far distance
We'll fix that by adding fog to hide the errors.
Here's a complex shape, the Menger sponge
A complex shape like this benefits from ambient occlusion to show the details.
Performance is not doing too well for a complex scene like this.
Let me show something peculair.
When animation is turned on, the frame rate increases. From about 7 to 9 FPS.
We can boost the FPS even more by pointing the camera at the ground to trigger early ray termination.
The boost is quite significant, from around 9 before to 14 fps.
A complex scene can benefit from volume bounding optimization.
We can get a real FPS boost by zooming out to have the volume occupy less of the screen pixels.
To get rid of the circular shape of the bounds, just disable the ground plane.
Now we have a nice Menger sponge, running at real-time performance.
This optimization technique allows us to view complex shapes with full on visual effects.
We can try to obtain real-time performance by disabling some effects and zooming out.
It would be impossible to achieve real-time performance on such a complex shape without the bounding volume.
Thank you for watching!