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what does "sampling" really do?


sudark
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simply said, what does "sampling" really do?

 

i know it makes images better and makes rendering times longer. so it is a quality: time relationship. i know how to use it and get good results. but im wondering more about how sampling works. the technical side to it. what does it do to the pixels and how is it related to the maps we put in the materials?

 

i have read some articles but they only deal with it cursorily

 

thanks in advance

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Want the real simple math explanation?

 

In the real world we have the benefit of having infinite rays all the time. Therefore to our eyes, everything looks clear and noise free.

 

We don't have that luxury on the computer. We need to shoot a bunch of random rays out there and see what we get from that sample of rays. Problem is, we get spotty looking stuff. So the key is to find the most optimal sampling based on things we know or find out along the way.... Enter higher math... You need some special algorithms to find better samples. Better samples means you get a cleaner solution faster. For example...

 

http://en.wikipedia.org/wiki/Monte_Carlo_method

 

Actually in this link you will see they mention battle ship which is an excellent example.

 

This is a fairly common method of finding samples... most high end raytracers use methods like these days, even if SOME claim to have a patent on QMC. But IMHO, that is like patenting addition. Then again Pixar patented Stochastic sampling...

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