volved in the rendering process. The choice of sets
of rules as the method for modelling the qualitative
expert knowledge allows us to describe and extend
this knowledge easily. This way, the system allows
the user to incorporate different rendering methods,
such as Raytracing or bidirectional Pathtracing, each
one modelated by using a different set of rules. In
this paper, we will study the set of rules made for
the Pathtracing rendering method. Therefore, we will
have several entities specialized in this method. The
choice of this method is because it is one of the most
used, owing to its good rendering time-quality ratio.
Next, we will study the different elements which
compose QUEKARO. First, we must specify how
the rendering parameters are adjusted by using
QUEKARO. This is done by obtaining the values re-
lated to the output parameters of the fired rules (the
consequents) and by using a method to adjust the ren-
dering parameters correctly. Second, we must define
how these rules are fired. This is done by matching
the input parameters with the antecedents of the rules.
Last, we must define the set of rules which governs
the QUEKARO behaviour. All these elements will be
studied carefully.
The output parameters, which repay with the con-
sequents of the rules, are configured to decrease the fi-
nal time required to finish the rendering process with-
out obtaining important losses of the perceptible qual-
ity. The linguistic labels used are VS (very small),
S (small), N (normal), B (big), and VB (very big)
(Zadeh, 1975). Next, we will explain the meaning
of these parameters:
• Recursion Level (Rl): this parameter is defined
over the linguistic labels {VS, S, N, B, VB}. It
refers to the global recursion level in Raytracing,
that is, the number of light bounces.
• Light Samples (Ls): this parameter is defined over
the linguistic labels {VS, S, N, B, VB}. It rep-
resents the number of samples per light on the
scene.
• Interpolation Band Size (Ibs): this parameter is
defined over the linguistic labels {VS, S, N, B,
VB}. It defines the interpolation band size in pix-
els among adjacent work units, as shown in Figure
1. Moreover, this parameter has a relevant impor-
tance because it is used in the final composition
process of the image.
We have used classic trapezoidal functions to de-
fine the membership of fuzzy sets related to the output
variables, as we can see in Figure 2.
The output parameters defined (recursion level,
light samples, and interpolation band size) have a
strong dependency with the Pathtracing rendering
Figure 1: Definition of the interpolation band size between
tasks.
method. However, the parameters related to the an-
tecedents of the rules can be used with other render-
ing methods, depending on their characteristics. We
will only need to change the descriptions of the rules.
Most of these parameters are directly related to the
characteristics of the scene:
• Complexity (C): this parameter is defined over the
linguistic labels {VS, S, N, B, VB}. It represents
the complexity-size ratio of the work unit. This
complexity is calculated depending on parameters
such as the materials used to define the elements
which compose the model.
• Size (S): this parameter is defined over the linguis-
tic labels {S, N, B}. It refers to the size of the
work unit in pixels.
• Neighbour Difference (Nd): this parameter is de-
fined over the linguistic labels {VS, S, N, B, VB}.
It represents the complexity difference among the
current work unit and its neighbour work units.
To take this difference into account is important
not to make quality differences among neighbour
work units out.
• Optimization Level (Op): this parameter is de-
fined over the linguistic labels {VS, S, N, B, VB}.
Its value is selected by the user, and it allows
him/her to apply different levels of optimization
(more or less agressive than the user predefined
optimization).
The definition of the fuzzy sets related to the in-
put variables, with the exception of the optimization
level, is made dynamically, that is, in run-time. The
intervals of these sets are defined depending on the
characteristics of the input scene and are made by lin-
ear distribution. For example, different intervals of
the complexity variable will be created depending on
the complexity of the scene. This way, we can fo-
cus on each problem independently. Another impor-
tant question is related to the influence of the output
variables in relation to the final rendering parameters.
When we defuzzificate and obtain crisp values for the
recursion level and the light samples, we do not use
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