tolko tssss
v obshem ya byl golodniy i ustavshiy, tak chto zapomnil ne vse (iz togo chto ponyal). V kratse takiye fichi.
1. message passing teper budet ne tolko svet>displacement>surface, no i shaderA>shaderB gde A i B lubiye shaderty v scene.
1a. message passing pri pomoshi luchey. To est luch pri hite objekta mozhet emu soobshat' ya prilitel ot takogo-to objecta s takim to znacheniyem takogo-to attributa.
1.b. podstanovka "dummy" shaderov pri proschete GI i RT. primer - u objecta super-puper navorochenniy sscattering shader, pri etom esli otrazhenniy luch popadaet na tot zhe object podstavlyaetsa skazhem prostoy diffuse i economitsya kucha vremeni.
2. glubina trassirovki ne v smysle hitov a v smysle distantsii kotoruyu prohodit luch, posle chego ego vliyaniyem mozhno prinebrech.
2a. stohasticheskiy sampling dlya trassiruyushih luchey s vozmozhnostyu regulirovki ugla rashozhdeniya lucha (blur backgr na poluprozrachnih objectah, soft shadows)
3. odnovremennoe ispolzovanoye rayrtace kart i obychnyh shadow maps - dlya raznoy stepeny detalizatsii teney.
4. otmena problemy s objectami vblizi kamery - govoryat net bolshe takoy problemy.
5 gruppirovka objectov - v smysle ih uchastiya v processe otrazheniy, zateneniya, i GI
eto v kratse - is togo chto shodu vspomnil. Eshe on bylo nachal pro deep shadows govorit' no tut u nas vremya konchilos'. Koroche, rulez forever!
Zhdems...