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Renderer Parameters :: DMC Sampler
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VRay for 3ds Max Manual
DMC Sampler
Monte Carlo (MC) sampling is a method for
evaluating "blurry" values (antialiasing, depth of field, indirect
illumination, area lights, glossy reflections/refractions, translucency,
motion blur etc). V-Ray uses a variant of Monte Carlo sampling called deterministic
Monte Carlo (DMC). The difference between pure Monte Carlo sampling
and deterministic Monte Carlo is that the first uses pseudo-random numbers
which are different for each and every evaluation (and so re-rendering a
single image will always produce slightly different results in the noise),
while deterministic Monte Carlo uses a pre-defined set of samples (possibly
optimized to reduce the noise), which allows re-rendering an image to always
produce the exact same result. By default, the deterministic Monte Carlo
method used by V-Ray is a modification of Schlick sampling, introduced by
Christophe Schlick in 1991 (see the References section below).
Note that there exists a sub-set of DMC sampling called quasi
Monte Carlo (QMC) sampling, in which the samples are obtained from
sequences of numbers, called low-discrepancy sequences,
which have special numeric properties. V-Ray, however, does
not use this technique.
Instead of having separate sampling methods for each of the blurry
values, V-Ray has a single unified framework that determines how many and
what exactly samples to be taken for a particular value, depending on the
context in which that value is required. This framework is called the "DMC
sampler".
The actual number of samples for any blurry value is determined based on
three factors:
- The subdivs value supplied by the user for
a particular blurry effect. This is multiplied by the
Global subdivs multiplier (see below).
- The importance of the value (for example, dark glossy reflections
can do with fewer samples than bright ones, since the effect of the
reflection on the final result is smaller; distant area lights require
fewer samples than closer ones etc). Basing the number of samples
allocated for a value on importance is called
importance sampling.
- The variance (think "noise") of the samples taken for a particular
value - if the samples are not very different from each other, then the
value can do with fewer samples; if the samples are very different, then
a larger number of them will be necessary to get a good result. This
basically works by looking at the samples as they are computed one by
one and deciding, after each new sample, if more samples are required.
This technique is called early termination or
adaptive sampling.
For more information on the relationship and effects of these parameters,
please refer to the
tutorials
section.
Amount - controls the extent to which the
number of samples depends on the importance of a blurry value. It also
controls the minimum number of samples that will be taken. A value of 1.0
means full adaptation; a value of 0.0 means no adaptation.
Min samples - determines the minimum
number of samples that must be made before the early termination algorithm
is used. Higher values will slow things down but will make the early
termination algorithm more reliable.
Noise threshold - controls V-Ray's
judgment of when a blurry value is "good enough" to be used. This directly
translates to noise in the result. Smaller values mean less noise, more
samples and higher quality. A value of 0.0 means that no adaptation will be
performed.
Global subdivs multiplier - this will
multiply all subdivs values everywhere during rendering; you can use this to
quickly increase/decrease sampling quality everywhere. This affects
everything, except for the lightmap, photon map, caustics and aa subdivs.
Everything else (dof, moblur, irradiance map, brute-force GI, area lights,
area shadows, glossy reflections/refractions) is affected by this parameter.
Time independent - when this option is
On, the sampling pattern will be the same from
frame to frame in an animation. Since this may be undesirable in some cases,
you can turn this option Off to make the samping
pattern change with time. Note that re-rendering the same frame will produce
the same result in both cases.
Path sampler - specifies what algorithm to
use to generate sample values. V-Ray uses a modification of Schlick
sampling (see the References section below for more details).
More information on deterministic Monte Carlo sampling for computer
graphics can be found from the sources listed below.
- Schlick, C., 1991, An Adaptive Sampling
Technique for Multidimensional Integraton by Ray Tracing, in Second
Eurographics Workshop on Rendering (Spain), pp. 48-56
Describes deterministic MC sampling for
antialiasing, motion blur, depth of field, area light sampling and glossy
reflections.
- Masaki Aono and Ryutarou Ohbuchi, November 25, 1996, Quasi-Monte
Carlo Rendering with Adaptive Sampling, IBM Tokyo Research
Laboratory Technical Report RT0167, pp.1-5;
online version can be found
here
Describes an application of low discrepancy sequences to area light
sampling and the global illumination problem.
- Fajardo, M., August 13, 2001, Monte Carlo Raytracing in Action,
in State of the Art in Monte Carlo Ray Tracing for Realistic Image
Synthesis, SIGGRAPH 2001 Course 21, pp. 151-162;
online version can be found
here
Describes the ARNOLD renderer employing randomized quasi-Monte Carlo
sampling using low discrepancy sequences for pixel sampling, global
illumination, area light sampling, motion blur, depth of field, etc.
- Veach, E., December, 1997, Robust Monte Carlo Methods for Light
Transport Simulation, Ph. D. dissertation for Stanford University,
pp. 58-65
online version can be found
here
Includes a description of low discrepancy sequences, quasi-Monte Carlo
sampling and its application to solving the global illumination problem.
- Szirmay-Kalos, L., 1998, Importance Driven Quasi-Monte Carlo
Walk Solution of the Rendering Equation, Winter School of Computer
Graphics Conf., 1998
online version can be found
here
Describes a two-pass method for solving the global illumination problem
employing quasi-Monte Carlo sampling, as well as importance sampling using
low discrepancy sequences.
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