Introduction
- Introduction to Indirect Lighting
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Render Concepts
- Photons and Rays
- Final Gather Rays
- Render Phases
- Illumination - Direct and Indirect
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Light Paths
- Light path notation and depiction
- Primary FG Rays
- Ray tracing with primary FG rays
- Secondary FG Rays
- GI with secondary FG rays
- FG trace depth
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Final Gather Point Interpolation
- FG Points
- FG point computation phases
- Number of FG rays
- FG radii and interpolation
- FG point density control
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Optimizing FG performance
- FG filter
- FG falloff
- FG files
- Understanding FG statistics
- Parallel rendering of FG
- FG flags
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FG flicker tips
- Causes
- Solutions - Reducing render-time FG points, using FG maps
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Ambient Occlusion
- Compared to Finalgathering
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