Search found 164 matches

by graphicsMan
Thu Jan 05, 2012 5:25 pm
Forum: General Development
Topic: Tangents computation problem
Replies: 11
Views: 9783

Re: Tangents computation problem

I think that it should only be true that you might see lines if you use quasi monte carlo. If you use a good RNG, it shouldn't matter if your basis flips across an edge... each basis should have a completely uncorrelated effect on it's shading position. This won't work at all, of course, if you have...
by graphicsMan
Wed Jan 04, 2012 11:04 pm
Forum: ompf2
Topic: Update on OMPF.org
Replies: 7
Views: 12759

Re: Update on OMPF.org

It is sad that the old site seems to be gone forever. We're going on nearly 2 months now though... any chance this site could be moved to the ompf.org domain?
by graphicsMan
Wed Jan 04, 2012 6:23 pm
Forum: General Development
Topic: Tangents computation problem
Replies: 11
Views: 9783

Re: Tangents computation problem

I can't see anything wrong at first glance. What specifically is going wrong? If you always create a local basis using just the normal in a live fashion, even that doesn't work? That's what I'd use first to make sure everything else is okay.
by graphicsMan
Mon Dec 05, 2011 6:05 pm
Forum: General Development
Topic: Comparisons of really simple near neighbor search algorithms
Replies: 3
Views: 6360

Re: Comparisons of really simple near neighbor search algori

INteresting comparison. Have you looked at the volume heuristic used by Wald et. al? "Balancing Considered Harmful -- Faster Photon Mapping using the Voxel Volume Heuristic" I'd be interested in seeing how that performs. Also, a comparison of how long it takes to build the data structures would be n...