Using volumes in your scene can contribute a lot to realism and fidelity, but often comes with long render times and frustrating parameter tweaks. This talk will examine the current state of volume rendering in Cycles and point out possible future approaches to improve speed, quality and ease of use.
This talk is aimed at developers and technical users. It will avoid code and math but expects the audience to be familiar with the basic principle behind ray tracing and path tracing.
Stefan is a software engineer at Intel. He has over 20 years of experience as a developer for computer graphics software, with direct code contributions to Cycles and Blender since 2015. Before joining Intel, he worked for Tangent Animation and Smith Micro.