<?xml version='1.0' encoding='UTF-8'?><?xml-stylesheet href="http://www.blogger.com/styles/atom.css" type="text/css"?><feed xmlns='http://www.w3.org/2005/Atom' xmlns:openSearch='http://a9.com/-/spec/opensearchrss/1.0/'><id>tag:blogger.com,1999:blog-5393960639543725102.post2982685840769613816..comments</id><updated>2011-05-17T14:21:52.972+01:00</updated><category term='caustic'/><category term='aqsis 2.0'/><category term='shadow'/><category term='dso'/><category term='blenderpbrt'/><category term='display'/><category term='RIBMosaic'/><category term='shader'/><category term='blenderman'/><category term='luxblend'/><category term='gelato'/><category term='passes'/><category term='killeroo'/><category term='environment'/><category term='ribber'/><category term='materials'/><category term='BBB'/><category term='Tutorials'/><category term='blenderlucille'/><category term='library'/><category term='luxrender'/><category term='bmrt'/><category term='ribkit'/><category term='Cinepaint'/><category term='Blender'/><category term='renderman'/><category term='angel'/><category term='rib'/><category term='occlusion'/><category term='depth'/><category term='attributes'/><category term='aqsis'/><category term='dof'/><category term='neqsus'/><category term='code'/><category term='News'/><category term='rsl'/><category term='fragment'/><category term='driver'/><category term='jrman'/><category term='preset'/><category term='layered'/><category term='shadeop'/><category term='3D-coat'/><category term='air'/><category term='Blender 2.5'/><category term='scenes'/><category term='pbrt'/><category term='Production Focus'/><category term='groups'/><category term='renderdotc'/><category term='april'/><category term='pipeline'/><category term='rdc'/><category term='mapping'/><category term='options'/><category term='Pixar'/><category term='SIGGRAPH'/><category term='geometry'/><category term='cameras'/><category term='lucille'/><category term='lights'/><category term='3delight'/><category term='blenderpixie'/><category term='SLer'/><category term='btor'/><category term='BigBuckBunny'/><category term='svat'/><category term='ProjectWidow'/><category term='blendergelato'/><category term='prman'/><category term='entropy'/><category term='pixie'/><category term='Site'/><category term='ptex'/><title type='text'>Comments on Blender to RenderMan: Aqsis update leak : Point based GI ???</title><link rel='http://schemas.google.com/g/2005#feed' type='application/atom+xml' href='http://www.blendertorenderman.org/feeds/2982685840769613816/comments/default'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5393960639543725102/2982685840769613816/comments/default'/><link rel='alternate' type='text/html' href='http://www.blendertorenderman.org/2011/05/aqsis-update-leak-point-based-gi.html'/><author><name>Blender to Renderman</name><uri>http://www.blogger.com/profile/15030244962474382981</uri><email>noreply@blogger.com</email><gd:image xmlns:gd='http://schemas.google.com/g/2005' rel='http://schemas.google.com/g/2005#thumbnail' width='30' height='32' src='http://bp0.blogger.com/_Iesn2zDLTZo/R6GDbWaEiJI/AAAAAAAAAAM/AN8rcwAsqvk/S220/PixarCube.jpg'/></author><generator version='7.00' uri='http://www.blogger.com'>Blogger</generator><openSearch:totalResults>1</openSearch:totalResults><openSearch:startIndex>1</openSearch:startIndex><openSearch:itemsPerPage>25</openSearch:itemsPerPage><entry><id>tag:blogger.com,1999:blog-5393960639543725102.post-6240294776341464777</id><published>2011-05-17T11:53:42.513+01:00</published><updated>2011-05-17T11:53:42.513+01:00</updated><title type='text'>Glad you&amp;#39;re excited Ted (as am I ;-), but I&amp;#3...</title><content type='html'>Glad you&amp;#39;re excited Ted (as am I ;-), but I&amp;#39;d like to make a big correction please!  Aqsis does _not_ have ray tracing, the above image is rendered using a point based microbuffer rendering technique, which is definitely different from us supporting raytracing.  &lt;br /&gt;&lt;br /&gt;Point based GI (PBGI) shares some use cases with raytracing (such as computing ambient occlusion), but there are some things it cannot do effectively, such as sharp shadows, reflections and refractions.  Things PBGI can do include ambient occlusion, radiosity and subsurface scattering calculations, and I&amp;#39;d like to implement all these in time.&lt;br /&gt;&lt;br /&gt;Finally, you&amp;#39;re right to emphasize the experimental nature of all this!  It&amp;#39;s very definitely not for public consumption yet (as you can see by the artifacts in the image above, I&amp;#39;ve yet to solve some issues).&lt;br /&gt;&lt;br /&gt;~Chris</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5393960639543725102/2982685840769613816/comments/default/6240294776341464777'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5393960639543725102/2982685840769613816/comments/default/6240294776341464777'/><link rel='alternate' type='text/html' href='http://www.blendertorenderman.org/2011/05/aqsis-update-leak-point-based-gi.html?showComment=1305629622513#c6240294776341464777' title=''/><author><name>Chris Foster</name><uri>http://www.blogger.com/profile/05377091131707362075</uri><email>noreply@blogger.com</email><gd:image xmlns:gd='http://schemas.google.com/g/2005' rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:in-reply-to xmlns:thr='http://purl.org/syndication/thread/1.0' href='http://www.blendertorenderman.org/2011/05/aqsis-update-leak-point-based-gi.html' ref='tag:blogger.com,1999:blog-5393960639543725102.post-2982685840769613816' source='http://www.blogger.com/feeds/5393960639543725102/posts/default/2982685840769613816' type='text/html'/><gd:extendedProperty xmlns:gd='http://schemas.google.com/g/2005' name='blogger.itemClass' value='pid-941715432'/></entry></feed>
