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Global illumination, Deep shadow ±â´É º¸°À» ÅëÇØ Àü¹®ÀûÀÎ ·»´õ¸µ¿¡ ÀÖ¾î Á»´õ âÀÇÀûÀÎ ÀÛ¾÷ÀÇ °¡´É¼ºÀ» È®´ë½ÃÄ×´Ù.
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ÇÈ»çÀÇ ·»´õ¸Ç(Pixar's RenderMan ÀÌÇÏ PRMan) 11Àº REYES ±¸Á¶ÀÇ ÀϺημ, Àü¹®°¡ÀÇ ¼¼¹ÐÇÑ Á¶ÀÛÇÏ¿¡ Global
illuminationÀ̳ª Raytracing È¿°ú¸¦ ¼öÇàÇÏ´Â Çõ½ÅÀûÀÎ Hybrid ·»´õ¸µ ±¸Á¶¸¦ ¼ö¿ëÇÏ°í ÀÖ´Ù. PRManÀº ¹Ý»ç, ±¼Àý,
»ö¹øÁü, ±×¸²ÀÚ ¸í¾Ï°ú °°Àº Ư¼ö È¿°ú¸¦ »ç¿ëÇÒ ¼ö ÀÖ¾úÁö¸¸, 11 ¹öÀü¿¡¼± New Raytracing subsystemÀ» ÅëÇØ ÀÌ·± Ư¼ö
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¼ÂÆýð£À» ³î¶ö Á¤µµ·Î Àý¾àÇÒ ¼ö ÀÖ´Ù.
·»´õ¸Ç 11Àº ¹Ù·Î ÇÈ»çÀÇ ÀÚü ¿µÈ¿¡ »ç¿ëÇÏ¿© Å×½ºÆ®ÇÑ °á°ú ¸Ó¸®Ä«¶ô°ú ÅÐ ¹× ¸Å¿ì º¹ÀâÇÑ Àå¸é¿¡ ÀÖ¾î¼ ¸Å¿ì Ź¿ùÇÑ È¿°ú¸¦ ¾ò¾ú´Ù.
PRMan 11Àº 2002³â 6¿ù±îÁö º£Å¸ Å×½ºÆ®¸¦ ½Ç½ÃÇÏ°í 4/4ºÐ±â¿¡ ¹ß¸ÅÇÒ ¿¹Á¤ÀÌ´Ù.
PRMan 11ÀÇ »õ·Î¿î Ư¡µéÀ» »ìÆ캸¸é
Selective Ray Tracing
-- Reflections and Refractions
-- Translucency and Colored Shadows
-- Soft Shadow Effects
-- Arbitrary Ray Probes
Indirect Illumination
-- Caustics
-- Global Illumination
-- Hemispheric Lights
ÇÈ»çÀÇ Çõ½ÅÀûÀÎ "Deep Shadow" ±â¼ú
Shading Optimization
-- Improved Culling of Hidden Geometry Before Shading
-- More Efficient Sharing of Shading Contexts
-- Improved Caching
Geometry Handling
-- Hair and Fur Optimizations
-- Elimination of "Eyesplits" Problems
Aggressive Code Optimizations
±âÁ¸ÀÇ PRManÀÌ °¡Áø ¸ðµç ±â´É ÅëÇÕ
-- Distributed Parallel Network Rendering
-- High Dynamic Range Imagery (HDRI)
-- Level of Detail