Search found 166 matches

by graphicsMan
Sat Jul 07, 2012 9:33 pm
Forum: General Development
Topic: About low-discrepancy sequence and image filters in ray trac
Replies: 6
Views: 4597

Re: About low-discrepancy sequence and image filters in ray

Not really "necessary". Try it first with a box filter, since it is zero extra implementation. If you need better filtering, you should be able to use the sequence to pull samples from a b-spline filter without too much effort.
by graphicsMan
Sat Jul 07, 2012 4:56 pm
Forum: General Development
Topic: Tedious bugs in my bidirectional path tracer.
Replies: 10
Views: 10678

Re: Tedious bugs in my bidirectional path tracer.

just take a larger number of samples and then average all the samples in the image.
by graphicsMan
Sat Jul 07, 2012 4:34 pm
Forum: General Development
Topic: Discussion about photon mapping.
Replies: 5
Views: 4328

Re: Discussion about photon mapping.

Whether you are better off shooting photons based on uniform or diffuse depends on your emission distribution. Choose what is right for your light sources. I don't know about PBRT's implementation, as I haven't read that chapter, but when I implemented photon mapping a (long) while back, I used Jens...
by graphicsMan
Thu May 31, 2012 4:26 am
Forum: Links & Papers
Topic: Vertex Merging
Replies: 21
Views: 16980

Re: Vertex Merging

Thanks for the reply and for pointing out that tech report.
by graphicsMan
Fri May 25, 2012 2:15 am
Forum: Links & Papers
Topic: Vertex Merging
Replies: 21
Views: 16980

Re: Vertex Merging

So is it possible to use something like the adaptive markov chain idea to drive light paths toward eye paths? I guess you could accept a path only if (a) a vertex was merged, or (b) a non-zero connection can be made?
by graphicsMan
Thu May 24, 2012 8:30 pm
Forum: Links & Papers
Topic: Vertex Merging
Replies: 21
Views: 16980

Re: Vertex Merging

So does this work as well for really hard caustics as SPPM? And how do we choose r? Is there a more in-depth paper than the two page one linked from this thread? Does the technique simply modify SPPM, so r is already defined by that SPPM? Is it easy to make this idea work with the adaptive markov ch...
by graphicsMan
Tue Apr 24, 2012 9:46 pm
Forum: Links & Papers
Topic: Memless RT
Replies: 11
Views: 14783

Re: Memless RT

Neat. What's cool is that this paradigm is pretty new... maybe within a few years it can be made competitive with more traditional approaches. Thanks for sharing.
by graphicsMan
Wed Mar 28, 2012 6:13 pm
Forum: General Development
Topic: Ray differentials and progressive rendering
Replies: 3
Views: 4213

Re: Ray differentials and progressive rendering

I would think that in practice, going smaller than a certain footprint can have no visible benefit. For example, if you computed your differentials on an 8x8 virtual sub-grid for the pixel, I doubt very much that you will see finer detail in your texturing by going to say a 16x16 sub-grid. Just a hu...
by graphicsMan
Sun Mar 04, 2012 4:54 pm
Forum: Visuals, Tools, Demos & Sources
Topic: complex rendering
Replies: 10
Views: 9692

Re: complex rendering

Wow, somehow I really botched my reading of this description. Doh! I thought it said the rendered image was 28kx14k. At 1080p, that's far more reasonable, but still impressive.

Is the sorting/streaming using something similar to Garanzha et al?
by graphicsMan
Sat Mar 03, 2012 5:33 pm
Forum: Visuals, Tools, Demos & Sources
Topic: complex rendering
Replies: 10
Views: 9692

Re: complex rendering

Okay. This is beyond amazing. Just eye rays: 28000*14000*4/0.15 = 10 billion rays per second. If you estimate that with a ray depth of 15 and with exponential increase due to splitting at glass interfaces, we'll go easy and say that the average path length is 10 (probably still on the low side, even...