Search found 8 matches

by macnihilist
Tue Oct 14, 2014 9:31 am
Forum: General Development
Topic: Smart sampling methods that improves performance.
Replies: 4
Views: 5161

Re: Smart sampling methods that improves performance.

I have not tried it exactly the way it is implemented in Embree, but I used similar methods to speed up GPU rendering, and I feel I should add a quick comment: From my experience you have to be careful as soon as caustics or similar 'sharp' effects come into play, because they really can reveal that...
by macnihilist
Wed Jun 25, 2014 7:52 am
Forum: General Development
Topic: When do Fresnel Equations Apply/Fresnel BRDFs
Replies: 8
Views: 5611

Re: When do Fresnel Equations Apply/Fresnel BRDFs

I don't have much to add to the discussion, but I thought I'd throw in two recent papers on 'visible vs total' microfacet distribution that I found quite illuminating: http://hal.inria.fr/hal-00942452 http://hal.inria.fr/hal-00996995/en The second one proposes to importance sample according to the v...
by macnihilist
Sun May 04, 2014 6:29 pm
Forum: General Development
Topic: help with Robust Image Denoising using a Virtual Flash Image
Replies: 1
Views: 3261

Re: help with Robust Image Denoising using a Virtual Flash I

What I'm going to say applies to 'aggressive' denoising with only a few spp, which is not necessarily the focus of the paper you cited. Also, I don't know how you generate your virtual flash images, and I don't remember exactly how the paper does it, and I don't remember exactly how the paper does t...
by macnihilist
Fri Jan 17, 2014 11:24 am
Forum: General Development
Topic: Hybrid : CPU & GPU strategies
Replies: 14
Views: 11663

Re: Hybrid : CPU & GPU strategies

I actually tried the same thing, because "C++ on CPU for complex rendering algorithms and shading and GPU for chewing through large intersection batches" sounded really nice. Also, PCIE throughput seemed reasonable enough today to try this if you're not after real-time. In practice (at least my appr...
by macnihilist
Mon Sep 23, 2013 11:42 pm
Forum: General Development
Topic: Path Tracing and Reflective Shadow Maps
Replies: 4
Views: 4606

Re: Path Tracing and Reflective Shadow Maps

But what is with the point that RSM saves the shadow rays for the direct lighting? I don´t get it. Like friedlinguini wrote you can use the RSM like a classic shadow map and make a lookup into the map instead of sending a ray. For Example I have my RSM with some points on a ground. Now in my trace-...
by macnihilist
Mon Sep 23, 2013 8:45 am
Forum: General Development
Topic: Path Tracing and Reflective Shadow Maps
Replies: 4
Views: 4606

Re: Path Tracing and Reflective Shadow Maps

Actually I thought a bit about this myself, to the point where I almost implemented it. I can't give you any details but roughly I had in mind what you describe. Basically the RSM advances the light source one bounce into the scene. (Well, actually more like a half bounce for non-diffuse surfaces, s...
by macnihilist
Wed Apr 18, 2012 1:34 pm
Forum: General Development
Topic: Convergence rate of SPPM
Replies: 2
Views: 3282

Re: Convergence rate of SPPM

Ok, thanks for the prompt response. :)
by macnihilist
Wed Apr 18, 2012 6:19 am
Forum: General Development
Topic: Convergence rate of SPPM
Replies: 2
Views: 3282

Convergence rate of SPPM

I just wanted to make sure I understand a little theoretical thing correctly. According to "PPM: A Probalilistic Approach" the variance of the average error vanishes as O(1/N^a) with 0<a<1. For std path tracing I would expect the MC-typical O(1/N). So path tracing has a faster asymptotic convergence...