Search found 40 matches

by stefan
Fri Feb 10, 2017 12:04 pm
Forum: Visuals
Topic: Glitch Pictures anyone?
Replies: 66
Views: 68469

Re: Glitch Pictures anyone?

Lesson learnt: When you want all threads in a warp to participate in a memory fetch (see Tony Scudiero's GTC presentation "Memory boot camp III"), first make sure all threads are active.
by stefan
Tue Feb 07, 2017 9:39 pm
Forum: Visuals
Topic: Glitch Pictures anyone?
Replies: 66
Views: 68469

Re: Glitch Pictures anyone?

How to not optimise CUDA BVH traversal.
Screen Shot 2016-06-03 at 13.55.15.jpg
Screen Shot 2016-06-03 at 13.55.15.jpg (179.11 KiB) Viewed 919 times
by stefan
Wed Jan 25, 2017 2:14 pm
Forum: Tools, Demos & Sources
Topic: Implementation for Blue-noise Dithered Sampling
Replies: 25
Views: 2554

Re: Implementation for Blue-noise Dithered Sampling

Thanks for sharing this. I have a Python version floating around somewhere, but that was painfully slow and then other priorities kept me from working on it.
by stefan
Wed Jul 15, 2015 1:48 pm
Forum: General Development
Topic: Question about normal mapping in Ray tracingIt looks like al
Replies: 7
Views: 4263

Re: Question about normal mapping in Ray tracingIt looks lik

I believe "bump map" and "normal maps" are different things. They're almost the same. They contain the same information, only in different format. A bump map contains height values that a render engine can use to calculate new normals from. A normal map contains the result of th...
by stefan
Fri Jul 03, 2015 3:02 pm
Forum: General Development
Topic: pbrt-v3 source code now available
Replies: 23
Views: 14119

Re: pbrt-v3 source code now available

Spring 2016? I guess I have the code as bedtime reading material until then. ;)
by stefan
Sat May 17, 2014 8:40 am
Forum: Visuals
Topic: Psychopath: a microgeometry path tracer
Replies: 16
Views: 15897

Re: Psychopath: a microgeometry path tracer

BTW, do you have any sample scene files for Psychopath? I was able to build it on OS X, but I don't have any scenes to test it out :)
by stefan
Sat Mar 22, 2014 4:29 pm
Forum: General Development
Topic: Efficient sampling of many lights
Replies: 22
Views: 12571

Re: Efficient sampling of many lights

friedlinguini wrote:Googled a bit. Before ingenious yells at me I should point out this paper: http://cs.au.dk/~toshiya/misc.pdf

It explains things more thoroughly than I did and also points out start-up bias in metropolis light transport.

Thanks, that is a great paper!
by stefan
Sat Mar 22, 2014 4:22 pm
Forum: General Development
Topic: Efficient sampling of many lights
Replies: 22
Views: 12571

Re: Efficient sampling of many lights

These two notions are orthogonal to one another: Unbiased + consistent: Path tracing, metropolis light transport, lightcuts with repeated VPL generation. Biased + consistent: Progressive photon mapping, VCM, path space regularization. Unbiased + inconsistent: Lightcuts with a fixed number of VPLs, ...
by stefan
Sun Mar 09, 2014 7:10 pm
Forum: General Development
Topic: Implementing a Shader System
Replies: 13
Views: 5539

Re: Implementing a Shader System

Imath is part of IlmBase:
http://openexr.com/downloads.html
by stefan
Mon Jul 29, 2013 3:44 pm
Forum: General Development
Topic: Is it still worth it to do CPU SIMD ray tracing?
Replies: 12
Views: 6767

Re: Is it still worth it to do CPU SIMD ray tracing?

I'm staying on the CPU for now because I want to support out-of-core textures and procedural shaders without complexity limitations (see viewtopic.php?f=5&t=468). I'm not saying those things are impossible on the GPU, but they're not nearly as easy to implement on the GPU.

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