Search found 42 matches

by Zelcious
Mon Jan 27, 2014 12:23 pm
Forum: General Development
Topic: Choosing clamping limit in VPL rendering
Replies: 13
Views: 7054

Re: Choosing clamping limit in VPL rendering

Glossy is one thing and should be treated with care but I'm not sure bidirectional is more efficient otherwise. Would be interesting to see some statistics.
by Zelcious
Mon Jan 27, 2014 8:23 am
Forum: General Development
Topic: Choosing clamping limit in VPL rendering
Replies: 13
Views: 7054

Re: Choosing clamping limit in VPL rendering

Or don't clamp:

Illumination in the Presence of Weak Singularities
with Alexander Keller
Monte Carlo and Quasi-Monte Carlo Methods 2004

But it of course depends on how you render your vpl, you may not have the option.
by Zelcious
Tue Jan 14, 2014 1:51 pm
Forum: Tools, Demos & Sources
Topic: WebGL path tracer
Replies: 4
Views: 8118

Re: WebGL path tracer

Ray marching is merely another kind of intersection method, usually used for different kinds of volumetric functions and data, for example distance field iso-surfaces, smoke etc.
by Zelcious
Thu Jan 09, 2014 10:06 pm
Forum: General Development
Topic: Population Monte Carlo Sampling
Replies: 14
Views: 8698

Re: Population Monte Carlo Sampling

My plan is to use global importance maps to seed a MCMC algorithm. That way I can use the efficiency of those importance maps and hopefully in most cases spread the energy of the high contribution paths (generated from paths with low probability), especially if I give them extra high importance.
by Zelcious
Wed Jan 08, 2014 1:05 pm
Forum: General Development
Topic: Population Monte Carlo Sampling
Replies: 14
Views: 8698

Re: Population Monte Carlo Sampling

PMC is nothing magically, I'd even argue that is nothing new, it's just importance sampling used in a certain way. There is no extra benefit. I've been experimenting a lot with different versions importance sampling, including PMC and I've learned one thing. You have to importance sample ALL the pea...
by Zelcious
Fri Dec 06, 2013 1:20 pm
Forum: General Development
Topic: How to do depth of field in Light tracing?
Replies: 3
Views: 3280

Re: How to do depth of field in Light tracing?

To account for implicit paths you also need to intersect with the lens geometry.
by Zelcious
Fri Sep 20, 2013 5:56 am
Forum: General Development
Topic: A note on PPM/VCM with specrtal rendering and motion blur
Replies: 9
Views: 5548

Re: A note on PPM/VCM with specrtal rendering and motion blu

Can't you just turn it into two dimension by randomizing a common time and wavelength for each pass? I thought it was standard practice for sppm class of algorithms. I'm probably missing some important details....
by Zelcious
Sat Sep 14, 2013 5:39 pm
Forum: Visuals
Topic: giga rays on intel phi
Replies: 24
Views: 22710

Re: giga rays on intel phi

What percentage of the inner loops use double precision? Can you give a rough estimate?
by Zelcious
Thu Aug 08, 2013 8:45 am
Forum: Tools, Demos & Sources
Topic: LuxVR: Virtual Reality with LuxRender (and OpenCL)
Replies: 4
Views: 6535

Re: LuxVR: Virtual Reality with LuxRender (and OpenCL)

I would strongly suggest reprojecting pixels under rotation only. It will speed up convergence like crazy when used together with a helmet with lots of small head movements all the time. If you want to be tricky you can focus all the new pixels that comes into view. Will even give a smoother transla...
by Zelcious
Wed Jul 31, 2013 11:05 am
Forum: General Development
Topic: My Reformulation of the Rendering Equation (+Applications)
Replies: 7
Views: 5062

Re: My Reformulation of the Rendering Equation (+Application

This is going to sound harsh but you removed (N*w) from brdf and made it non symmetric and made Em not measure radiance any more. For me there is no progress there. But it doesn't really matter. However, whatever works for you is ok, as long as you keep track of all the details. It will be harder to...

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