Post 2: Add Volumetric Material Support
Introduction Volume objects are a good fit for ATAA, because high luminance variance can be introduced by 1) randomization of ray marching start position to mitigate slicing effect, and 2) object motions that create blurry and ghosting effects within the volume object. If we replace those high variance pixels with correct tracing pixels, volume objects can be perfect rendered without any artifacts. The big picture above illustrates this point. In this post, I will show how I added correct ATAA support to custom volumetric material within the path tracer created in the last post.
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