Search found 42 matches

by raider
Thu Jan 09, 2014 8:28 pm
Forum: General Development
Topic: Population Monte Carlo Sampling
Replies: 14
Views: 11263

Re: Population Monte Carlo Sampling

hmm... doe's it mean that any adaptive MC algorithm is hopeless in general as it introduces bias? Is it (at least theoretically) possible to have a priori bounded bias in adaptive MC?
by raider
Tue Jan 07, 2014 9:39 pm
Forum: General Development
Topic: Population Monte Carlo Sampling
Replies: 14
Views: 11263

Re: Population Monte Carlo Sampling

Dietger, thanks a lot! Quite explanatory.
by raider
Sun Jan 05, 2014 9:23 pm
Forum: General Development
Topic: Population Monte Carlo Sampling
Replies: 14
Views: 11263

Population Monte Carlo Sampling

Hi all!
Anybody tried "Population Monte Carlo" samplers?
How is it comparing to Metropolis/MIS approaches (in terms of performance, storage requirements, difficult lighting setups)?
Here is what I mean:
http://pages.cs.wisc.edu/~yu-chi/resear ... es/pmc.pdf
by raider
Wed Nov 27, 2013 10:13 pm
Forum: General Development
Topic: Frame buffer for spectral rendering
Replies: 8
Views: 6518

Re: Frame buffer for spectral rendering

Thank you guys! It's clear for me on the framebuffer. Now, what about converting RGB textures to spectral representation? There is no unique transform from RGB to spectrum. So what is good approach here? to use scaled color matching functions or something else?
by raider
Tue Nov 26, 2013 9:36 pm
Forum: General Development
Topic: Frame buffer for spectral rendering
Replies: 8
Views: 6518

Frame buffer for spectral rendering

When sampling wavelengths, am I right that frame buffer have to accumulate values in some linear color space like CIE XYZ, and only the final image to be converted to let's say sRGB? I mean can't accumulate pixel intensity directly in sRGB as it incorporates some transfer function (gamma curve), so ...
by raider
Sat May 11, 2013 8:59 pm
Forum: Visuals, Tools, Demos & Sources
Topic: Fujiyama Renderer
Replies: 7
Views: 10969

Re: Fujiyama Renderer

Hiroshi, hi! Images look very nice, congratulations! May I kindly ask few questions? How long have you been developing Fujiyama? What are your plans? Are you going to run your company around that? Why you went open source? AFAIK, it's more common to stay proprietary in that business. And the last on...
by raider
Fri Mar 29, 2013 9:29 am
Forum: General Development
Topic: Is GPU computing dead already?
Replies: 20
Views: 24494

Re: Is GPU computing dead already?

I think NVidia just overestimated the GPGPU market, they invested a lot, and the outcome is quite poor. GPGPU is still a niche market. I would say this is a subset of HPC which is a niche by itself. Yes, relative profits are high, but the revenue is still not sufficient. So, they will need to cut in...
by raider
Tue Feb 26, 2013 8:36 pm
Forum: General Development
Topic: Advanced scene description format - is there a need?
Replies: 15
Views: 9275

Re: Advanced scene description format - is there a need?

I totally agree with you actually. I think there are many cases where these things will not disappear. I just want them to. By physically-based, I mean that the algorithms used require materials to obey reciprocity, energy conservation, etc... Definitely most shader writers using Renderman at movie...
by raider
Tue Feb 26, 2013 12:40 pm
Forum: General Development
Topic: Advanced scene description format - is there a need?
Replies: 15
Views: 9275

Re: Advanced scene description format - is there a need?

Those seem to me operations which could be left to the rendering software thought (or the component designed to read the scene). An appropriate use of attributes to the elements of your scene file could be enough for most of these use cases. For example, one or more 'target' elements may collect al...
by raider
Tue Feb 26, 2013 11:23 am
Forum: General Development
Topic: Advanced scene description format - is there a need?
Replies: 15
Views: 9275

Re: Advanced scene description format - is there a need?

Nice thing about “physically-based” rendering is that it’s not more “physical” than any other old-school approaches. Every 3D-rendering algorithm (I exclude here some special purpose vizulization techniques like wireframe rendering, false color scientific visualization and so on) tries to approximat...