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by graphicsMan
Fri Sep 13, 2013 5:16 pm
Forum: Visuals
Topic: giga rays on intel phi
Replies: 24
Views: 24576

Re: giga rays on intel phi

Just curious... if you run 8 bounces in Sibenik Cathedral or something with even more occlusion/visibility complexity, what kind of ray throughput do you see? Any luck getting numbers for Titan yet?
by graphicsMan
Mon Sep 09, 2013 6:53 pm
Forum: Visuals
Topic: giga rays on intel phi
Replies: 24
Views: 24576

Re: giga rays on intel phi

256 eye rays or total rays?
by graphicsMan
Thu Sep 05, 2013 1:20 pm
Forum: Visuals
Topic: giga rays on intel phi
Replies: 24
Views: 24576

Re: giga rays on intel phi

Interesting. Do you have numbers for diffuse interreflections?
by graphicsMan
Fri Aug 30, 2013 10:37 pm
Forum: General Development
Topic: BVH instances support : approaches
Replies: 12
Views: 8700

Re: BVH instances support : approaches

I think that's pretty close to the usual approach I mentioned before. I think a lot of people use it, and it probably makes for very fast build times. I'm much more concerned with render time than build time because I may be tracing up to 100s of billions of rays for the lifetime of a single acceler...
by graphicsMan
Fri Aug 30, 2013 4:49 pm
Forum: General Development
Topic: BVH instances support : approaches
Replies: 12
Views: 8700

Re: BVH instances support : approaches

Hey. What I mean is this: Let's say you have a dozen instances of a chair, and they are simply sitting on the ground in a room. Their bounding boxes do not overlap. The traditional way of instancing is great, and there will be practically no slowdown from building the acceleration structure over the...
by graphicsMan
Thu Aug 29, 2013 3:36 pm
Forum: General Development
Topic: BVH instances support : approaches
Replies: 12
Views: 8700

Re: BVH instances support : approaches

I haven't been able to find a good source on this. I looked pretty extensively. Mostly I think people do the dumb obvious thing, which is to build BVHs over the mesh for the instances and then build a BVH of those.

I'd love to see research on good heuristics for instancing...
by graphicsMan
Fri Aug 23, 2013 12:09 pm
Forum: GPU
Topic: Speed Issues with GPU BVH rendering
Replies: 14
Views: 10787

Re: Speed Issues with GPU BVH rendering

Is that 300 Mrays/s with the cheap BVH he's using?
by graphicsMan
Fri Aug 23, 2013 3:22 am
Forum: General Development
Topic: Dielectric BRDFs
Replies: 6
Views: 4499

Re: Dielectric BRDFs

Look into the Ashikhmin-Shirley model, the Ward model, or the Cook-Torrence model.
by graphicsMan
Wed Aug 14, 2013 2:20 pm
Forum: Links & Papers
Topic: An Border-Stable Approach to NURBS Surface Rendering for Ray
Replies: 3
Views: 5967

Re: An Border-Stable Approach to NURBS Surface Rendering for

I'm suspicious that these guys do not reference Abert's work "Direct and Fast Ray Tracing of NURBS Surfaces" which is much newer than Martin's NURBS paper.
by graphicsMan
Tue Aug 13, 2013 1:27 am
Forum: General Development
Topic: Best method for IOR
Replies: 9
Views: 5392

Re: Best method for IOR

Ah, you just want to implement a single refractive object. I'm not sure either one is better than the other. I think the flag toggle is probably easier. That way you don't need to know triangle winding orders nor consistent shading normals.

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