Difference between revisions of "Documentation Talk:Reference Section 6.1"

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===Sampling Parameters & Methods===
 
<!--<indexentry primary "intervals">--->
 
<p>Media effects are calculated by sampling the media along the path of the
 
ray. It uses a method called <em>Monte Carlo integration.</em> The <code>intervals</code>
 
keyword may be used to specify the integer number of intervals used to
 
sample the ray. The default number of intervals is 10. For object media the
 
intervals are spread between the entry and exit points as the ray passes
 
through the container object. For atmospheric media, the intervals spans the
 
entire length of the ray from its start until it hits an object. For media
 
types which interact with spotlights or cylinder lights, the intervals
 
which are not illuminated by these light types are weighted differently
 
than the illuminated intervals when distributing samples.</p>
 
  
<!--<indexentry primary "ratio">--->
 
<p>The <code>ratio</code> keyword distributes intervals differently between lit
 
and unlit areas. The default value of <code>ratio 0.9</code> means that lit
 
intervals get more samples than unlit intervals. Note that the total number
 
of intervals must exceed the number of illuminated intervals. If a ray
 
passes in and out of 8 spotlights but you have only specified 5 intervals
 
then an error occurs.</p>
 
 
<!--<indexentry primary "samples">--->
 
<p>The <code>samples</code> <em><code>Min</code></em>,
 
<em><code> Max</code></em> keyword specifies the minimum and maximum number
 
of samples taken per interval. The default values are <code>samples
 
1,1</code>. </p>
 
 
<!--<indexentry "confidence, media">--->
 
<!--<indexentry "variance, media">--->
 
<p>As each interval is sampled, the variance is computed. If the
 
variance is below a threshold value, then no more samples are needed. The
 
<code>variance</code> and <code>confidence</code> keywords specify the
 
permitted variance allowed and the confidence that you are within that
 
variance. The exact calculations are quite complex and involve chi-squared
 
tests and other statistical principles too messy to describe here. The
 
default values are <code>variance 1.0/128</code> and <code>confidence
 
0.9</code>. For slower more accurate results, decrease the variance and
 
increase the confidence.</p>
 
<p class="Note"><strong>Note:</strong> the maximum number of samples
 
limits the calculations even if the proper variance and confidence are
 
never reached.</p>
 
 
<!--<indexentry primary "method">--->
 
<p>The <code>method</code> keyword lets you specify what sampling method is used,
 
POV-Ray provides three. <code>Method 1</code> is the method described above.</p>
 
 
<p>Sample <code>method 2</code> distributes samples evenly along the viewing ray or light ray.
 
The latter can make things look smoother sometimes. If you specify a max samples higher than
 
the minimum samples, POV will take additional samples, but they will be random, just like in
 
method 1. Therefore, it is suggested you set the max samples equal to the minimum samples.
 
<code>jitter</code> will cause method 2 to look similar to method 1. It should be followed by
 
a float, and a value of 1 will stagger the samples in the full range between samples.</p>
 
 
<!--<indexentry primary "aa_level" "aa_threshold">--->
 
<p>Sample <code>method 3</code> uses adaptive sampling (similar to adaptive anti-aliasing)
 
which is very much like the sampling method used in POV-Ray 3.0's atmosphere. This code was
 
written from the ground-up to work with media, however. Adaptive sampling works by taking
 
another sample between two existing samples if there is too much variance in the original
 
two samples. This leads to fewer samples being taken in areas where the effect from the media
 
remains constant. The adaptive sampling is only performed if the minimum
 
samples are set to 3 or more.</p>
 
 
<p class="Note"><strong>Note:</strong> As of version 3.5 the default sampling <code>method</code> is 3. The default for <code>intervals</code> is 1 and <code>samples Min=Max</code> so a single <code>samples</code> parameter is acceptable. Sampling methods 1 and 2 have been retained for legacy purposes</p>
 
 
<p>You can specify the anti-aliasing recursion depth using the <code>aa_level</code>
 
keyword followed by an integer. You can specify the anti-aliasing threshold by using the
 
<code>aa_threshold</code> followed by a float. The default for <code>aa_level</code> is 4
 
and the default <code>aa_threshold</code> is 0.1. <code>jitter</code> also works with method 3.
 
Sample method 3 ignores the maximum samples value. It is usually best to only use one interval
 
with method 3. Too many intervals can lead to artifacts, and POV will create more intervals
 
if it needs them.</p>
 

Revision as of 11:04, 11 April 2010