Search found 83 matches

by MohamedSakr
Sun Aug 10, 2014 9:48 pm
Forum: General Development
Topic: how to modify light "power and color" after rendering
Replies: 14
Views: 10243

Re: how to modify light "power and color" after rendering

@yuriks I understand :D , and thanks for the example but why it is wasteful? I think it is a just a single operation per lightGroup!! so when you trace, you will just create multiple buffers and store each one alone, then sum them at the end of each iteration, I see it is kinda a few flops (just the...
by MohamedSakr
Sun Aug 10, 2014 10:40 am
Forum: General Development
Topic: how to modify light "power and color" after rendering
Replies: 14
Views: 10243

Re: how to modify light "power and color" after rendering

oh I see now!!, in the previous equation "FinalResult = Factor * L[LightGroupID] / distance^2" , the distance is not needed as it can be stored and summed in the Factor (which will result in the radiance), then it will be just a storage of radiance per pixel as you said, really thanks for the help D...
by MohamedSakr
Sun Aug 10, 2014 4:12 am
Forum: General Development
Topic: how to modify light "power and color" after rendering
Replies: 14
Views: 10243

Re: how to modify light "power and color" after rendering

well now I got more confused :D we can't store the brightness only in the light group layer "it will scale unrealistically!!" so at least I think we need to store also an average distance of each pixel to light source so I think I got a good idea to do this now :) thanks a lot for help Dade and Iliy...
by MohamedSakr
Fri Aug 08, 2014 4:54 pm
Forum: General Development
Topic: how to modify light "power and color" after rendering
Replies: 14
Views: 10243

Re: how to modify light "power and color" after rendering

there are 2 points here that concerns me: 1- if you will store everything, this means the more the samples, the more memory consumption , so if you render with PT or BDPT to get each light group contribution for each pixel, you will store a very lot of sample "lengths" in each pixel vector 2- for th...
by MohamedSakr
Thu Aug 07, 2014 2:06 pm
Forum: General Development
Topic: how to modify light "power and color" after rendering
Replies: 14
Views: 10243

Re: how to modify light "power and color" after rendering

so you store average ray length per pixel? (I think this may lead to Bias)
by MohamedSakr
Thu Aug 07, 2014 6:11 am
Forum: General Development
Topic: how to modify light "power and color" after rendering
Replies: 14
Views: 10243

how to modify light "power and color" after rendering

I see in some commercial renderers, like Maxwell (or non commercial like LuxRender), that they give the option to store each light ID, so after the render finishes, you can change light illumination intensity and color so it affects the whole scene with the same approach they give the option to modi...
by MohamedSakr
Tue Jul 01, 2014 5:44 am
Forum: General Development
Topic: understanding sampling, filters, motion blur, DoF,...
Replies: 14
Views: 9389

Re: understanding sampling, filters, motion blur, DoF,...

@friedlinguini thanks, I totally understand what you mean :), this may be an option in the renderer @cessen you clarified a really critical part here about BVH for me :shock: , actually my experience in accelerated ray intersection structures was in Octrees, so it was kinda straight forward but abou...
by MohamedSakr
Mon Jun 30, 2014 6:30 pm
Forum: General Development
Topic: understanding sampling, filters, motion blur, DoF,...
Replies: 14
Views: 9389

Re: understanding sampling, filters, motion blur, DoF,...

@cessen thanks a lot for clarification for this part :), so far what I understand is: at any frame N, we need 2 BVHs, for the current frame N, and for the next frame N+1, and we interpolate between both of them depending on the chosen sample **correct me as I'm trying to justify my understanding: so...
by MohamedSakr
Mon Jun 30, 2014 11:23 am
Forum: General Development
Topic: understanding sampling, filters, motion blur, DoF,...
Replies: 14
Views: 9389

Re: understanding sampling, filters, motion blur, DoF,...

@sriravic thanks a lot!!! you really made my day :) 4. Well for motion blur, the solution is a little bit tricky. You have a time field associated with each object as well as the ray. So when a ray and triangle is intersected, we estimate how much the triangle has moved from the beginning by linearl...
by MohamedSakr
Mon Jun 30, 2014 1:54 am
Forum: General Development
Topic: understanding sampling, filters, motion blur, DoF,...
Replies: 14
Views: 9389

understanding sampling, filters, motion blur, DoF,...

forgive me for asking such a noob questions (and very general), but really I think I can't get the full image of how ray tracing works!! "not about the algorithm itself like (path tracing, VCM, BDPT, ...,) but about the components of a ray tracer like (sampler, filter, acceleration structure, ...)" ...