Thea Render - Tech News
Field Mapping - A New Approach for Adaptive BSD

Field Mapping - A New Approach for Adaptive BSD

Field Mapping is a new proprietary technique that evaluates consistently the lighting than was not easy to address before. Combined with an improved, adaptive, Final Gathering, the whole evaluation becomes robust even for the most difficult cases.

With the upcoming Adaptive BSD engine, we have the luxury now to create presets that work in almost all cases. This way, the time to tune the biased engine is minimized and new users can get nice results right from the beginning.

In addition, with a new implementation for walkthrough animations, the Adaptive BSD will consider all the frames at once and flickering is removed. Here is a sample animation.


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Head Up Display for OpenGL Viewport
Tuesday, 02 October 2012 00:00

Head Up Display for OpenGL Viewport :: Image showing the hierarchy in the selected group

The OpenGL Viewport is now equipped with a head up display which helps a lot working with nested groups and selection in heavy scenes. The user can navigate into the group selection list, without the need to look at or search in the scene Tree View.

Quick information is also displayed about special properties of the model and material assigned (for example, if the model is animated or if there is a displacement applied). There is also a camera adjustment control, used to change specific current view properties.


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Improved Performance for OpenGL Viewport
Thursday, 06 September 2012 00:00

Improved Performance for OpenGL Viewport :: A landscape instanced with the heavy birch trees. The scene contains nearly 3 billion polygons and navigation is still interactive.

When working with heavy scenes, the OpenGL viewport navigation is slow which can be quite frustrating (especially given that the core render engine "eats high-poly scenes for breakfast"). To optimize the workflow, special effort has been put enhancing this part:

1. We optimized the brute-force drawing code, that is responsible for drawing the meshes in the viewport.
2. Furthermore, we implemented a "level-of-detail" scheme. Our scheme greatly accelerates all far away meshes, displaying them by an order of magnitude faster!
3. And finally, we also added a timer when drawing the scene to keep the interactiveness at all costs!

We are very happy with changes like this, that contribute to the greater experience with Thea Studio.

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Sun Pool Caustics Revisited
Tuesday, 08 May 2012 00:00

You may know that Thea can handle sun pool caustics with its unbiased TR2. It was a sad thing though that TR1, a superb unbiased render engine, could not resolve sun pool caustics. For those that are not familiar with the subject, the so called "sun pool caustics" is a particularly difficult problem  to solve, using unbiased methods. This is why it has not been addressed by the vast majority of other commercial unbiased renderers.

We are very happy to present a solution to this problem, with TR1 being able now to resolve this lighting. This makes possible now to render exteriors with these visual cues present and faster than TR2.

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Exterior scene rendered with Unbiased Method TR1 including Sun Pool Caustics :: Image kindly provided by Javadevil

 
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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