Search found 26 matches

by atlas
Fri Dec 09, 2016 7:55 pm
Forum: General Development
Topic: Multiple Textures CUDA/OpenCL
Replies: 8
Views: 11154

Re: Multiple Textures CUDA/OpenCL

shocker_0x15: I don't understand, I thought in OpenCL you had to use an image2d_t type in order to get hardware filtering/sampling. How are you getting filtering using a global char*? szellmann: yes, for new hardware that makes the most sense. I have to support old hardware, so I've gone with the te...
by atlas
Fri Dec 02, 2016 11:29 am
Forum: General Development
Topic: Multiple Textures CUDA/OpenCL
Replies: 8
Views: 11154

Multiple Textures CUDA/OpenCL

How do you guys handle large numbers of textures on the GPU? You can either pass them all in as separate arguments with a huge switch/if statement, or you can pack them into image arrays or 3d textures (which wastes memory). Lastly, you could pack them into a large texture atlas, which may be the be...
by atlas
Sun Nov 27, 2016 9:27 am
Forum: Tools, Demos & Sources
Topic: Pathtracing in Unity
Replies: 1
Views: 14417

Re: Pathtracing in Unity

New video: https://www.youtube.com/watch?v=zeLJRtsvGAk

You can keep up with development here: https://www.twitter.com/rove3d
by atlas
Tue Oct 25, 2016 12:17 am
Forum: Links & Papers
Topic: Robust Light Transport Simulation via Metropolised Bidirectional Estimators
Replies: 5
Views: 8179

Re: Robust Light Transport Simulation via Metropolised Bidirectional Estimators

Maybe the direct connection to the light requires a subtended solid angle from the connecting eye vertex to the emissive surface area for MIS, something that distinguishes that light vertex from the other light vertices. There was a point when I understood most of it, but it's fuzzy to me right now ...
by atlas
Mon Oct 24, 2016 9:54 pm
Forum: Links & Papers
Topic: Robust Light Transport Simulation via Metropolised Bidirectional Estimators
Replies: 5
Views: 8179

Re: Robust Light Transport Simulation via Metropolised Bidirectional Estimators

I haven't read the paper, but I have implemented VCM. For example, SmallVCM creates light vertices at each bounce and does not create a light vertex on the light itself. It then casts eye rays and performs direct light sampling at each eye ray bounce. Maybe this is to reduce the overhead of storing ...
by atlas
Wed Sep 28, 2016 1:10 am
Forum: General Development
Topic: AVX512 MBVH4 Traversal
Replies: 8
Views: 6955

Re: AVX512 MBVH4 Traversal

Price point between the devices is also a consideration, I'm not sure this is an apples-to-apples comparison. Power envelopes aside, how many GPUs can you buy for the price of a Knight's Landing?

Getting over 2.5B rays/s on a CPU is exciting though, but I agree we have to see the incoherent numbers.
by atlas
Tue Sep 27, 2016 10:32 pm
Forum: Tools, Demos & Sources
Topic: Pathtracing in Unity
Replies: 1
Views: 14417

Pathtracing in Unity

Just a quick announcement, I'm releasing my interactive pathtracer for Unity on October 11. Unity isn't really known for being an environment for production rendering, but many CG pipelines are moving more towards these sort of engines. More information can be found on the Unity thread: https://foru...
by atlas
Mon Sep 12, 2016 3:58 pm
Forum: Visuals
Topic: Bi-layer, anistropic, multi-scattering microfacets
Replies: 3
Views: 12380

Re: Bi-layer, anistropic, multi-scattering microfacets

When sampling a surface, every material type (conductor, dielectric, diffuse) has 2 layers. The top layer is a dielectric BSDF, so we can do things like clearcoats, varnish, etc. Light is either reflected, or transmitted towards the bottom layer. The bottom layer is the main material type. Attenuati...
by atlas
Sat Sep 10, 2016 7:00 pm
Forum: Visuals
Topic: Bi-layer, anistropic, multi-scattering microfacets
Replies: 3
Views: 12380

Bi-layer, anistropic, multi-scattering microfacets

Just posting a few shots of my pathtracer. The material system is a bi-layer, multi-scattering microfacet model, with anistropic roughness for all material types. The renderer is HDR, with the usual DOF, super-sampling, etc. You can keep up with my renderer here: http://www.twitter.com/rove3d http:/...
by atlas
Fri Aug 19, 2016 5:08 pm
Forum: Visuals
Topic: GPU VCM
Replies: 30
Views: 20763

Re: GPU VCM

You mentioned that you use surface-local space to compute your microfacet BRDF. Here's an optimization for converting between the two spaces, this paper describes a faster way to calculate the basis from your surface normal. https://www.semanticscholar.org/paper/Building-an-Orthonormal-Basis-from-a-...

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