Speed vs. Quality Tradeoffs

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Since these graphs consist of distinct nodes that communicate only by frame buffers, it is possible to switch nodes between hardware and software. This has several applications:

These modes are a central design goal because they provide a smooth continuous tradeoff between speed and quality. Traditionally, hardware rendering was considered to generate images with poor quality, good enough for fast games but not for professional video or film production. But in fact not all aspects of a scene have equally high demands on rendering complexity - some parts of a scene can easily be rendered in hardware, while others absolutely require software. mental ray 3.3 is designed to permit this arbitrary combination of hardware and software rendering.

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