Search found 206 matches

by Dade
Sat Nov 29, 2014 3:35 pm
Forum: Visuals, Tools, Demos & Sources
Topic: Direct Light Integration using MIS
Replies: 11
Views: 14010

Re: Direct Light Integration using MIS

Beautiful, this is the way stuff should be taught at schools.
by Dade
Sun Oct 19, 2014 6:57 pm
Forum: General Development
Topic: question about camera sampling
Replies: 2
Views: 3266

Re: question about camera sampling

Check the Sobol sampler in LuxRender (https://bitbucket.org/luxrender/luxrays ... ult#cl-270) or Blender Cycles.

P.s. LD can be slow, requires memory storage and is plain horrible for GPUs.
by Dade
Thu Oct 16, 2014 6:59 am
Forum: Data Sets
Topic: Request: Old Ashdown radiosity scenes
Replies: 2
Views: 8984

Re: Request: Old Ashdown radiosity scenes

JasonSmith wrote:My reference at that time was "Radiosity, A Programmer's Perspective" by Ian Ashdown.
I have the book but it was sold with a 3.5" floppy and even if I find the floppy, it is likely to be not readable anymore (after 20 year). And even if it is readable ...who has a 3.5" floppy reader anymore ?
by Dade
Thu Oct 02, 2014 10:17 am
Forum: General Development
Topic: Questions about metroplis sampling.
Replies: 22
Views: 15121

Re: Questions about metroplis sampling.

SLG is a gpu renderer, I am instereted in knowing how it parallize it~ In C++ I have an instance of MetropolisSampler class for each thread. So, for instance, with 12 threads, it is like merging the results of 12 different renderings. The same goes for different network node renders. In OpenCL I ha...
by Dade
Thu Oct 02, 2014 6:22 am
Forum: General Development
Topic: Questions about metroplis sampling.
Replies: 22
Views: 15121

Re: Questions about metroplis sampling.

That way we get high quality samples AND equal amount of samples per pixel. The point is exactly to not get an equal amount of samples per pixel (aka adaptive sampling): more samples where they are more useful (or better where they are supposed to be more useful). If you are looking for an example ...
by Dade
Thu Sep 25, 2014 8:04 pm
Forum: General Development
Topic: Noise in textures
Replies: 5
Views: 6785

Re: Noise in textures

...with a proper image reconstruction filter (and many samples per pixel in order to get a noise free image) I never felt the need of texture mapping filtering :?: Tell this to a production rendering TD and he'll have a good laugh :) And it's not as much about the noise as it is about managing the ...
by Dade
Thu Sep 25, 2014 7:30 am
Forum: General Development
Topic: Noise in textures
Replies: 5
Views: 6785

Re: Noise in textures

I am using OpenCL which does not support mipmapped textures. So I get all this wonderful weird noise in detailed textures when viewed at some distance. I am also using horrendous bandwith to handle gigantic textures even if they are shrunk to the size of a pixel on the screen. Any suggestions? Samp...
by Dade
Thu Sep 25, 2014 7:18 am
Forum: General Development
Topic: avoid rejection sampling
Replies: 6
Views: 5468

Re: avoid rejection sampling

Actually, this is a reason of "shadow terminator" problem... (When Angle between light direction and perturbed surface normal is less then π/2, And angle between light direction and face normal is greater then π/2). Another solution is to use only the geometry normal (i.e. face normal in your figur...
by Dade
Sun Aug 17, 2014 8:20 pm
Forum: General Development
Topic: Comparison of spectral vs rgb rendering?
Replies: 9
Views: 8576

Re: Comparison of spectral vs rgb rendering?

tomasdavid wrote:For the extra spectral noise you definitely want to check out Alex Wilkie's EGSR 2014 paper on Hero Wavelength...
Thanks, a very interesting reading.
by Dade
Sat Aug 16, 2014 7:30 am
Forum: General Development
Topic: Comparison of spectral vs rgb rendering?
Replies: 9
Views: 8576

Re: Comparison of spectral vs rgb rendering?

In my opinion, aside from considerations on the rendering quality where spectral rendering is likely to be always better, you have to factor also the impact on rendering times: not because it is computational more expansive than RGB/XYZ rendering but because it generates more noise. After all, you h...