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Published on Jan 3, 2017
Atomontage Engine features a powerful representation of composites and the pipeline required for manipulating composite geometry.
The video shows five clips of tone-mapped ray-traced scene renders and additional clips showing reflection (top left), material composition (top right), material ratios of materials present in voxels (bottom left) and pixel rendering cost (bottom right; logarithmic scale is represented with different colors).
Any voxel may contain arbitrary amounts of different materials, so the presence of a given material doesn't have to be a binary information. This is equivalent to a combination of physical materials in the real world. Different materials can be densely packed in a volume element (a thin sand layer on a rocky surface) or the visual properties of a material can be altered by some physical effect (pigmented material or rust on the surface).
The engine provides means to define both surface and volumetric effects based on such material composition. Surface properties can be seen thanks to some of the implemented voxel renderers (ray-tracer in this case). The volumetric structure of geometry associated with any given combination of materials can be inspected using the cross-section view renderer (see an old structureless version here: https://www.youtube.com/watch?v=FRZNo... ).
The clip was rendered with a simple ray-tracing renderer. The ray-tracing method is similar to path-tracing, but it doesn't use proper BDRFs. Also statistically the results aren't as accurate as possible due to some quick and dirty calculation of secondary rays directions.
There are a number of artifacts visible. The most notable is the chess-board pattern in the first clip which is the result of a failed filter of surface normals. The filter makes the surface flatter if there's a thick layer of paint (best visible on some of the logos) in order to improve reflection. It failed to do so on the geometry received from 2 of 8 generation worker threads for no apparent reason :) Another obvious artifact is the LOD transition made visible due to statistical differences in the distribution of the directions of surface normals and slight differences in material ratios in related voxels of different LODs.
More info and examples will be provided in the devblog on the Atomontage Engine website, soon.