Search found 41 matches

by papaboo
Thu Jul 02, 2015 2:15 pm
Forum: General Development
Topic: pbrt-v3 source code now available
Replies: 23
Views: 21498

Re: pbrt-v3 source code now available

I'm with Koiava on this. Generally I find it much easier to return both sample and pdf as a single entity. It just makes it clear that you need to take the pdf into account. The only exception is when we can sample something uniformly and the pdf is the same for all samples. In some of those cases w...
by papaboo
Thu Jul 02, 2015 9:51 am
Forum: Tools, Demos & Sources
Topic: Visionaray Ray Tracing Framework
Replies: 11
Views: 24059

Re: Visionaray Ray Tracing Framework

Thanks for feedback and the link to foveated ray tracing. Haven't read that yet, so now I have an excuse for sitting outside in the sun and do some reading. :) I would consider photon mapping a 'soft' baking approach, since there is a preprocess step, but it's really quick. A rebake is increadibly f...
by papaboo
Wed Jul 01, 2015 12:07 pm
Forum: Tools, Demos & Sources
Topic: Visionaray Ray Tracing Framework
Replies: 11
Views: 24059

Re: Visionaray Ray Tracing Framework

Sounds really cool. Slightly off-topic: In the integration with VR do you do any GI effects or is it Whitted only? If you do GI (which I of course hope :) ) can you then share any thoughts on the subject? PT would be the obvious quick and dirty solution, but it produces so much noise that it can't w...
by papaboo
Tue May 26, 2015 7:56 am
Forum: My First...
Topic: algorithm choice
Replies: 7
Views: 5810

Re: algorithm choice

Regarding general BVH quality On Quality Metrics of Bounding Volume Hierarchies might be an interesting read.
by papaboo
Tue May 26, 2015 7:54 am
Forum: My First...
Topic: algorithm choice
Replies: 7
Views: 5810

Re: algorithm choice

That's true for any acceleration structure though.
by papaboo
Tue May 19, 2015 12:05 pm
Forum: My First...
Topic: algorithm choice
Replies: 7
Views: 5810

Re: algorithm choice

OptiX TrBVH is probably the current state-of-the-art for GPUs. What I don't know though is if they build it on top of a 'normal' BVH or an MBVH.

Either way. The optimization of treelet restructuring should be applicable to both, so maybe you can try it out. ;)
by papaboo
Mon May 18, 2015 6:20 am
Forum: My First...
Topic: algorithm choice
Replies: 7
Views: 5810

Re: algorithm choice

The bounding volume hierarchy in one of its many forms. ⋅  Memory requirements can be determined before construction, so no dynamic memory allocations during construction. ⋅  Very fast to construct if you choose to use Morton Codes. ⋅  Can be refitted to dynamic data in...
by papaboo
Mon Mar 09, 2015 7:35 am
Forum: General Development
Topic: Defining roughness
Replies: 6
Views: 4603

Re: Defining roughness

Thanks for the suggestion. I've been looking for a good excuse to read Wenzel's thesis anyway. :D
by papaboo
Fri Mar 06, 2015 6:31 pm
Forum: General Development
Topic: Defining roughness
Replies: 6
Views: 4603

Re: Defining roughness

That is exactly the reason why I would like to be able to define som kind of roughness or 'glossiness' for a surface. Dividing materials into Diffuse and Specular just doesn't cut it in real world scenes. :) Having a roughness or glossiness range would make a lot of approximations simpler and more c...
by papaboo
Fri Mar 06, 2015 1:25 pm
Forum: General Development
Topic: Defining roughness
Replies: 6
Views: 4603

Defining roughness

Hey I was wondering if there was a definition of roughness for glossy/microfacet BRDFs, as this could be useful to a lot of stuff in one of my renderers. Fx ⋅  An SPPM integrator bases the decision about whether or not to gather photons or continue tracing on the materials roughness. I hav...

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