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Pixie can generate images using raytracing or scan line rendering. As it is
often the case, scan line rendering is much faster than raytracing. However,
such methods may not support accurate reflections/shadows. Since Pixie supports
both types of algorithms, you can combine the best of the two worlds: speed of
scan-line rendering and the accuracy of raytracing. A hider is the section of
the renderer that is responsible for creating the final image. Essentially,
every hider implements a different rendering algorithm. You can switch between
defined hiders using Hider command. Pixie defines the following hiders:
raytrace |
As the name implies, this hider creates the final image
using raytracing. This involves shooting bunch of rays for every pixel
(defined by PixelSamples) and then filtering and summing the color
of every ray (defined by PixelFilter).
|
stochastic/hidden
(Default) |
This hider creates the final image using scan-line
techniques very similar to Pixar's Reyes architecture. Every specified primitive is split into smaller primitives and
deferred until needed. If the projected size of a subdivided primitive is
small enough, a regular grid is sampled on the patch and the polygons in
this grid are rendered using scan-line methods. Notice that a raytracer
may need to keep the entire scene geometry in the memory in case a future
ray can intersect them. On the other hand, the deferred and
render-and-forget feature of this rendering algorithm allows it to keep a
very small memory footprint |
zbuffer |
This hider is a stripped down version of Stochastic.
It does not support motion blur, depth of field or transparency. If your
scene does not involve these effects, this hider can generate an equal
quality output with the Stochastic. |
opengl |
This is exactly the same with Zbuffer. However, the final
stage of the rendering is implemented with OpenGl. The potential hardware
acceleration makes this hider much faster than any other hider. If your
computer does not have a hardware implemented opengl driver, Zbuffer
is faster. OpenGL hider is only available on Windows systems for
the time being. |
photon |
This hider is used to compute photonmaps in a preprocessing
step. This hider does not create an image. The renderer simply goes
through the light sources defined in a scene and shoots photons. |
If you notice, OpenGL hider is implemented as a module. That means if
you want to use it, opengl.dll/so must be in your procedural path (check
"searchpath" "procedural" option).
The following table summarizes the capabilities of each hider:
|
TSM |
J |
T |
OC |
AOS |
SS |
MB |
DOF |
LOD |
stochastic |
X |
X |
X |
X |
X |
X |
X |
X |
X |
raytrace |
|
X |
X |
|
X |
X |
X |
X |
X |
zbuffer |
|
|
|
X |
|
X |
|
|
|
opengl |
|
|
|
|
|
X |
|
|
|
photon |
|
|
|
|
|
|
|
|
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Where:
TSM |
Transparency Shadow Map |
J |
Jittering |
T |
Transparency |
OC |
Occlusion Culling |
AOS |
Arbitrary Output Samples |
SS |
Super Sampling |
MB |
Motion Blur |
DOF |
Depth Of Field |
LOD |
Level Of Detail |
The
RenderMan (R) Interface Procedures and RIB Protocol are: Copyright 1988,
1989, Pixar.
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