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Animation delta (change) render only??

Posted: Wed Oct 28, 2015 2:40 am
by prehabitat
Hi Otoy team,

This may be something already on the To-Do list or may be a low-tech compositing solution.

I had a sunrise idea this morning regarding saving some effort rendering animations: the theory went like this.

Could the Delta/change within an animated scene/sequence be used to rationalised work for each frame based on how accurate the previous frame bounce calculations would be for the current frame. Anything below a certain 'accuracy' threshold discarded and re-rendered. obviously this isn't 'blind' or 'purists' unbiased rendering; but I thought it could save 10-30% on each frame... right?

eg1. largely static scene with consistant camera pan in one direction: frame 2 is likely to be very high percentage accurate to frame 1... seems like a lot of calculations to throw away to achieve such a small shift... obviously frame 20 is much less similar to frame 1: which is why the threshold is important.

eg2. Largely static scene with single moving object; lets say for argument that the object occupies 5% of the visible FOV and is about 2/3 deep into the field. I'd like to argue that the perceptible influence of this object is less than 50-60%.. but this isn't my field of expertise. As above: understand I'm talking about biasing the result..

eg3.The compositing idea: and I'm almost certain this is possible either now or in v3.0. could the static background be rendered to a big HDRI then just the moving object rendered on an alpha with the static background HDRi used to get good reflections/light on the object itself?

eg.4 is I suppose a combination of the above. or perhaps the threshold for re-sample looks at a per-object control to define if bounces that touch the object are weighted towards resampling or reusing based on the preference of the artist....