Search found 169 matches

by jbikker
Thu Jun 15, 2017 12:26 pm
Forum: Visuals
Topic: My First Spectral rendering
Replies: 5
Views: 486

Re: My First Spectral rendering

I hadn't seen it, but it looks good.
On a related note: https://www.shadertoy.com/view/lssfD7 , Lambert reflection without tangents.
by jbikker
Thu Jun 15, 2017 7:21 am
Forum: Visuals
Topic: My First Spectral rendering
Replies: 5
Views: 486

Re: My First Spectral rendering

Quartz. I'm tracing four wavelengths as proposed by the Hero paper, but I have not implemented their MIS scheme yet. In this case it's useless by the way; the quartz will reduce weights for all wavelengths but the hero to zero anyway. For the floor and walls the four wavelengths are very effective, ...
by jbikker
Fri Jun 09, 2017 10:19 am
Forum: Visuals
Topic: My First Spectral rendering
Replies: 5
Views: 486

My First Spectral rendering

Been playing with spectral rendering: spectraldragon.jpg Completely new world for me so be gentle. :) This is with tracing four wavelengths at once; three of them are killed when a wavelength dependent pure specular dielectric is encountered. The tracer accumulates CIE XYZ colors and converts them t...
by jbikker
Wed May 17, 2017 2:40 pm
Forum: Visuals
Topic: Glitch Pictures anyone?
Replies: 74
Views: 72236

Re: Glitch Pictures anyone?

Correct. :)
by jbikker
Sat May 13, 2017 4:19 pm
Forum: Visuals
Topic: Glitch Pictures anyone?
Replies: 74
Views: 72236

Re: Glitch Pictures anyone?

Trying to implement 'Irregular grids'. Almost there. :)
by jbikker
Thu Feb 09, 2017 11:32 am
Forum: Tools, Demos & Sources
Topic: Implementation for Blue-noise Dithered Sampling
Replies: 26
Views: 4070

Re: Implementation for Blue-noise Dithered Sampling

This is unidirectional path tracing with uniform random variables everywhere, 8 bounces, RR, MIS, NEE, Lambert BRDF.
Left side replaces uniform random variables with the tile. For subsequent pixels I shift the tile randomly over x and y, instead of adding an offset to each value.
by jbikker
Wed Feb 08, 2017 12:41 pm
Forum: Tools, Demos & Sources
Topic: Implementation for Blue-noise Dithered Sampling
Replies: 26
Views: 4070

Re: Implementation for Blue-noise Dithered Sampling

OK, did some quick tests: - Applying the method to direct light sampling yields the results presented in the paper. - Applying the method to the first diffuse bounce yields no perceivable improvement in quality. In general, the number of dimensions is a problem: I tried 6 dimensions (sampling direct...
by jbikker
Tue Jan 31, 2017 8:07 pm
Forum: Tools, Demos & Sources
Topic: Implementation for Blue-noise Dithered Sampling
Replies: 26
Views: 4070

Re: Implementation for Blue-noise Dithered Sampling

It's currently improving my 128^2 tile... Spent 78 hours so far. :) Added progress counter and resume functionality. I'll report when I have something running, but it's going to be after the weekend; tracer is broken atm due to some BSDF experiments.
by jbikker
Thu Jan 26, 2017 8:57 am
Forum: Tools, Demos & Sources
Topic: Implementation for Blue-noise Dithered Sampling
Replies: 26
Views: 4070

Re: Implementation for Blue-noise Dithered Sampling

I set the tile size to 64, iterations to 65536 * 2 and depth to 10 (for: lens, pixel, light sample 1, diffuse bounce, light sample 2); in that case the code takes about 1.5 *hours* to execute on a 12-core Xeon system (admittedly, old Xeons)... How long did your 128x128 tiles take? :)
by jbikker
Tue Jan 24, 2017 2:46 pm
Forum: Tools, Demos & Sources
Topic: Implementation for Blue-noise Dithered Sampling
Replies: 26
Views: 4070

Re: Implementation for Blue-noise Dithered Sampling

That is very interesting, thanks for the links!

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