Search found 118 matches

by toxie
Tue Jul 04, 2017 9:47 am
Forum: Links & Papers
Topic: The Iray Light Transport Simulation and Rendering System
Replies: 4
Views: 1588

Re: The Iray Light Transport Simulation and Rendering System

toxie, i agree that iray is a handy/candy tool for 3d artists but the performance of iray on a single monster host or on a cluster is a magnitude behind any home-optimized/hand-tuned systems. so we mostly avoid using iray & co in time critical projects. It depends on what you want to do, i thin...
by toxie
Tue May 16, 2017 7:33 am
Forum: Links & Papers
Topic: The Iray Light Transport Simulation and Rendering System
Replies: 4
Views: 1588

The Iray Light Transport Simulation and Rendering System

Finally, after a lot of work and revisions, fresh from GTC 2017: https://arxiv.org/abs/1705.01263
The presentation from GTC 2017 will also be available soon, so stay tuned.
by toxie
Thu Mar 30, 2017 11:28 am
Forum: General Development
Topic: Google Draco
Replies: 7
Views: 2286

Re: Google Draco

Maybe you can set it to lossless, too? I only saw lossy so far. But it should not lead to holes as long as you base your quantization on the vertices themselves (so no diffs), but again, i haven't looked at what they do exactly in great detail.
by toxie
Tue Mar 28, 2017 2:37 pm
Forum: General Development
Topic: Google Draco
Replies: 7
Views: 2286

Re: Google Draco

Also note this for more info: https://github.com/google/draco/blob/ma ... oder.h#L27
Plus also note that its lossy compression (at least thats what i only saw).
by toxie
Tue Mar 28, 2017 2:32 pm
Forum: General Development
Topic: Google Draco
Replies: 7
Views: 2286

Re: Google Draco

making the transfer faster is pretty hard nowadays in the age of SSDs and fast GPU connections.
and decompressing on the fly is not the target of the draco library, so for this one needs something else that allows better/faster random access.
by toxie
Fri Feb 10, 2017 2:50 pm
Forum: Data Sets
Topic: Benchmark data sets
Replies: 3
Views: 1735

Re: Benchmark data sets

There was an attempt once to have a standardized environment where one could plug "any" ray tracing engine in and test exactly the same stuff:
http://bwfirt.sourceforge.net/
by toxie
Thu Feb 09, 2017 4:22 pm
Forum: Tools, Demos & Sources
Topic: Implementation for Blue-noise Dithered Sampling
Replies: 26
Views: 6008

Re: Implementation for Blue-noise Dithered Sampling

This is from one of my private projects where i included the masks some months ago, using 3 dimensions to compute SSAO, left with 64x64 tiled blue noise, right with 64x64 tiled white noise (but both using the same QMC set for the samples in each pixel then). For such a case it can make a really nice...
by toxie
Thu Feb 09, 2017 3:54 pm
Forum: Visuals
Topic: Glitch Pictures anyone?
Replies: 74
Views: 76469

Re: Glitch Pictures anyone?

spooky, but also extremely artsy..
by toxie
Thu Feb 09, 2017 10:51 am
Forum: Tools, Demos & Sources
Topic: Implementation for Blue-noise Dithered Sampling
Replies: 26
Views: 6008

Re: Implementation for Blue-noise Dithered Sampling

What do you compare it against in that picture?

EDIT: maybe also due to the semi-magical weighting function, smaller tiles are better? if thats the case then one could also have different small tiles that are then used "randomly" over the screen to get rid of the tiling patterns.
by toxie
Thu Feb 02, 2017 4:23 pm
Forum: Tools, Demos & Sources
Topic: Implementation for Blue-noise Dithered Sampling
Replies: 26
Views: 6008

Re: Implementation for Blue-noise Dithered Sampling

True, unless one uses a distribution over the screen instead of per-pixel for example (and then merges the two schemes). So maybe i was a bit distracted here by my "own" usecases and experiments, sorry. ;) And then you sacrifice that part in addition to potential quality loss for these &qu...

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