Hi, all

(sorry for my poor English)

Major features:

1.Multidimensional Adaptive Sampling1.1 Regular grid – it use the regular grid rather than the KD-tree for neighbor queries, it is simple, fast and able to measure all of the neighboring nodes.2.Image Based Lighting (IBL)

1.2 Region detection – it can detect not only edges but also regions of high variance.

1.3 Multidimensional adaptive constructing – the method for adaptive sampling could be extended for adaptive constructing, for example, to adaptively construct the lookup acceleration data structure for importance-sampling of the environment (Image Based Lighting).

1.4 Multidimensional adaptive Quasi-Monte Carlo method – it has a suitable Quasi-Monte Carlo method for adaptive sampling, which can produce the (0, m, 2)-net in base 2.

2.1 Multidimensional adaptive constructing – as mentioned above.3.Volumetric particle rendering

2.2 Importance sampling for the product of environment and BRDF (so far, only the Lambert BRDF is supported).

2.3 Photon emission – it combines the algorithms for importance-sampling and emitting photon from the sky to provide an efficient photon emission approach.

3.1 3dsmax particle system supported – and it could be extended to support other particle systems.4.A microfacet model for glossy sampling – in the real world, the effective roughness of a surface will vary with the incidence angle. This phenomenon could be interpreted and implemented by a principle which is based on the microfacet model, both of isotropic and anisotropic distribution are supported.

3.2 Bounding Interval Hierarchy – it uses the BIH as the acceleration data structure to support varying particle size and 3D motion blur.

3.3 Volume photon mapping – the algorithm for non-uniform volume photon mapping is adaptive and efficient.

3.4 Photon illumination – it can store the primary photon from lights instead of directly sampling them to improve performance. It will be very useful for scenes with the flame light (see below).

3.5 Flame volume/light – besides volume rendering it is also a real light which can trace shadow ray and emit photon from the space based on the position and radiance of the particles (for efficiency, it uses the multidimensional adaptive constructing method to construct the data structure for importance-sampling).

3.6 Ray-marching volume mixing – a simple way to mix overlapped volumes is to average their respective results, but it can not provide physically plausible result for complex shaders which are based on ray-marching. This issue can be solved by ray-marching volume mixing, both of volume rendering and volume photon mapping are supported.

Update (2010.10.10)

- 64bit support.
- The performance of IBL is much improved.
- For non-uniform media and motion-blurred particle volumes, the quality of photon illumination is much improved.
- For heavy particle volumes, the performance is improved in many cases.
- Fixed a bug of MDAS.
- Fixed an issue relating to hull objects.
- Fixed a potential infinite loop of BIH.
- The statistics of MDAC was incorrect, fixed.

(If you have the previous version, the mi file should also be replaced.)