Some more coding art.
In the past months, I have worked a lot in the new voxelization structure that Arion uses to speed-up ray-tracing of geometry. One of the most remarkable features of the new RandomControl Sliding Motion-blur BVH (or RCSMBVH, as I call it…) is support for hyper-efficient motion-blur.
Here’s a heat map of a cute deforming ape. Deformation affects all the body, but very specially the arm in this frame.
A heat map is a render where a color is output depending on how many voxels were traversed and how many hit-testing routines had to be evaluated in order to determine each pixel’s first ray-tracing hit. Black means that nothing was tested, blue means that few traversal/hit-testing operations were performed, and then green, yellow, or red mean that the ray traversed conflictive areas where many hit candidates had to be evaluated. In other words: black/blue are good (fast) and yellow/red are bad (slow).
See how the motion-blurred area is mostly blue (which is excellent news).