Thea Render - Tech News
IR Fine Tuning (Adaptive AMC)
Thursday, 05 January 2012 07:43

Interactive Render Fine Tuning - Adaptive AMC :: The architectural scene used is courtesy of Davis Carter Scott, Inc.

In the last period, we worked on fine tuning the interactive render (IR). There were some careful improvements that make now navigation even smoother and much more fun to play with!

Special optimization has been made on the selection, click and orbit/pan, material drag & drop during interactive render: Thea uses now a different mechanism for these operations with instant feedback.

But the main addition, is the introduction of a new powerful method (Adaptive AMC) into IR. This method, that could be thought as the biased analog of TR2, has the ability to resolve difficult lighting conditions, SSS and medium scattering and still give interactive feedback..

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One Render, Infinite Variations!
Wednesday, 24 August 2011 07:43

Our upcoming version v1.1 will have a killer feature: integration with Motiva's Colimo application. What does this mean? It means that it is now possible to edit the materials in real time as a post-process. In more detail:

1) Thea Render can calculate extra information needed for user selected materials during the course of a single render. The additional channels computed are exported as a single Colimo project with high quality of the original render being preserved.

2) Using Colimo, the color and texture of the pre-selected materials can be changed in real-time.  With web export, combinatorial variations can be generated automatically - check our online kitchen sample (375 variations from a single render).

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Speed Boost 2x
Thursday, 28 July 2011 13:13

During the last weeks, we have worked on the core of the application and succeeded into achieving a remarkable speed boost that makes Thea up to 2 times faster! In more detail:

1) Render times are decreased between 25% and 50%. 2) Construction of the environment is now multi-threaded. 3) There is a reduced memory footprint - estimated between 10-20%. d) The improvement is even more pronounced for heavily instanced scenes - up to 5x!.

We are continuously working on various improvements and advances and we believe that the next public revision will be an important milestone.

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Heavily instanced mountain scene (407 billion triangles) created by Pentti Lahdenperä using Thea's instancing tool. :: Using TR1, i7 920, 6Gb, rendered for 1h with internal version (original resolution 2560x1440).

 
Photometric Analysis
Friday, 20 May 2011 08:52

Full luminance analysis on material simulation scene :: This report is generated as html file - viewable in any web browser

Luminance and illuminance properties of a scene are the two key factors in lighting design; they describe the energy arriving to our eyes and space correspondingly, but in the way we, humans, perceive and interpret lighting. These properties can now be computed out-of-the-box, in parallel with the rendering process. Besides the cool false-color rendering, user can select multiple regions of interest where he can analyze the extreme points and distribution of values. In addition, a full report can be easily generated, that can be viewed in any web browser.

With the addition of this feature, photometric analysis and reports, which are usually found in expensive applications, are now delivered with the fidelity and accuracy of Thea Render.

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Screenshot from luminance analysis in material simulation scene Screenshot from luminance analysis in penthhouse (modeled by Claudio Pilustrelli) Luminance analysis report for penthhouse scene

 
Terminator Artifact Treatment
Wednesday, 15 December 2010 08:21

Spheres of increasing subdivision detail (from left to right), showing terminator artifacts near the lighting limit :: In the bottom row, spheres are rendered with perfect shading in the new Thea revision

The terminator artifact is one that can be seen at the limit of lighting for models of low-poly subdivision (it is more obvious in low-poly meshes although it can be seen on very detailed meshes when closing up). As far as we know, the majority of unbiased renderers suffers from this problem. In biased renderers, it is somewhat easier to fix the problem.

In Thea Render, we didn't want a solution that could alter/bias material appearance but instead we very carefully compensate for the energy loss due to the terminator artifact dark zones. Our solution produces smooth renders even for very low-poly models with the basic assumption that the subdivision is uniform (i.e. not abruptly changing).

We are actually very proud that we have this working out-of-the-box for all engines.

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