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Any known references?

Statistics: Posted by raider — Sat Oct 14, 2017 8:26 am

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It there anything else that should be done to save time?

Statistics: Posted by johnshadow23 — Tue Oct 10, 2017 11:23 pm

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I don't think I've ever read anything about it, since it should be fairly trivial, but http://citeseerx.ist.psu.edu/viewdoc/do ... 1&type=pdf and https://graphics.cs.illinois.edu/papers/shadersorting might give you some inspiration.

Statistics: Posted by papaboo — Fri Oct 06, 2017 6:38 am

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the main problem comes in when hitting a light source as you have to reset the ray with out resetting the color or depth,

other wise the sum will be come and issue.

Image: *I got my old path tracer to work * a scene with 2 reflective spheres in finite plains.

this one is just for cool effect. it's depth is way high, and runs at 23fps which would be around 3 times that in cuda.

If there are any algorithms like this please tell me.

I would like to make my own path tracer more efficient and effective than it already is.

Statistics: Posted by johnshadow23 — Tue Oct 03, 2017 8:37 pm

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Statistics: Posted by papaboo — Tue Oct 03, 2017 7:58 am

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Although it takes a while to render.

it works by several buffers and a quadratic equation, you also have to rework the integration a bit, although simple it can make a difference.

I just haven't read anything with it.

Statistics: Posted by johnshadow23 — Tue Oct 03, 2017 4:31 am

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Or are you talking about something like russian roulette?

Statistics: Posted by papaboo — Mon Oct 02, 2017 7:28 am

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Lastly what about sin and cosine, would that still be the same answer as square roots?

Statistics: Posted by johnshadow23 — Sat Sep 30, 2017 11:36 pm

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(The general idea is to have one special purpose FP instruction that quickly returns an approximate square root with maybe 6 or 7 bits of precision. Then you do two iterations of Newton-Raphson refinement, each with one fused multiply-add instruction.)

Statistics: Posted by hobold — Wed Sep 27, 2017 1:58 am

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For the square rootless idea I have been working on an opengl based path tracer kind of a hybrid. Other wise that is not fully done.

Would any of these be useful? Have people already done this? That's all of my questions.

Statistics: Posted by johnshadow23 — Tue Sep 05, 2017 6:38 pm

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Flat-Version

The other version

I used Bidirectional Pathtracing with MIS and LightTracing.

Statistics: Posted by XMAMan — Tue Aug 22, 2017 5:12 pm

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