VRay Quasi-Monte Carlo GI
Search Keywords: QMC, Quasi-Monte Carlo, GI
General
This section is available only if you have chosen Quasi-Monte Carlo GI as either the primary or the secondary GI engine.
The Quasi-Monte Carlo method for computing global illumination is a brute-force approach. It recomputes the GI value for every single shaded point separately and independently from other points. While very slow, this method is very accurate, especially if you have many small details in the scene.
To speed up Quasi-Monte Carlo GI, you can use a faster method (the photon map or the light map) for approximating secondary GI bounces, while using the Quasi-Monte Carlo method for the primary bounces.
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