Search found 206 matches

by Dade
Thu Aug 14, 2014 7:17 am
Forum: General Development
Topic: how to modify light "power and color" after rendering
Replies: 14
Views: 9504

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

MohamedSakr wrote:what about camera parameters? like ISO


If you mean tone mapping (like film sensitive), it is done after the merging so it is not a problem. It is not even part of the rendering process (for instance, save in .exr and than apply to the file any kind of tone mapping you want).
by Dade
Sun Aug 10, 2014 7:39 am
Forum: General Development
Topic: how to modify light "power and color" after rendering
Replies: 14
Views: 9504

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

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 You are only storing the radiance arriving at the eye (nothing else is required) and you have just keep...
by Dade
Fri Aug 08, 2014 6:48 am
Forum: General Development
Topic: how to modify light "power and color" after rendering
Replies: 14
Views: 9504

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

MohamedSakr wrote:so you store average ray length per pixel? (I think this may lead to Bias)


Uh ? No, instead of a single value per pixel we store a vector. Each element of the vector represents the contribution of each light group.
by Dade
Thu Aug 07, 2014 7:08 am
Forum: General Development
Topic: how to modify light "power and color" after rendering
Replies: 14
Views: 9504

Re: 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 mod...
by Dade
Thu Jul 31, 2014 7:30 am
Forum: General Development
Topic: Total SAH of a BVH
Replies: 11
Views: 10875

Re: Total SAH of a BVH

How do we use this formula if we build the BVH top-down though. We rely on SAH to split the node, yet the formula requires the node splitted to evaluate. When you have to split a node, you usually evaluate a possible set of split plane candidates (using the above formula) and you pick the one with ...
by Dade
Sun Jul 13, 2014 4:21 pm
Forum: General Development
Topic: Epsilon problem in volumetric scattering of particle
Replies: 2
Views: 2906

Re: Epsilon problem in volumetric scattering of particle

You could try to avoid scattering points so near to the volume surface (i.e. the distance must be > epsilon). You can add some safety check code where you generate scattering points and reject the one not suitable (or better avoid to generate them).
by Dade
Mon Jul 07, 2014 8:23 am
Forum: General Development
Topic: Realtime Raytracing on an already busy CPU?
Replies: 8
Views: 5725

Re: Realtime Raytracing on an already busy CPU?

Thank you Dade. I thought it was impossible on AMD hardware because the queue is always in-order, but it seems it may be possible to do it using two command queues (my google-fu returning mixed results). I'll try it later and see how the code deals with two queues. There should be an example of how...
by Dade
Sun Jul 06, 2014 6:59 pm
Forum: General Development
Topic: Realtime Raytracing on an already busy CPU?
Replies: 8
Views: 5725

Re: Realtime Raytracing on an already busy CPU?

The blue line is the CPU->GPU copy and the green ones are the raytracer kernels. As can be seem, even relatively small chunks takes some time to be uploaded (and some extra time doing nothing). And this is a well behave (70+ fps) sample. To start, you should overlap OpenCL buffer write operations w...
by Dade
Wed May 14, 2014 7:28 am
Forum: General Development
Topic: Light tracing image conversion
Replies: 6
Views: 6417

Re: Light tracing image conversion

About your problem: you need 2 image buffers, in the first one, you accumulate the eye path samples (and the weight of each sample), in the second, you accumulate light path samples. When you want to update the screen or save the rendering, you have only to: 1) divide each pixel in the first buffer ...
by Dade
Tue May 13, 2014 8:07 am
Forum: General Development
Topic: Light tracing image conversion
Replies: 6
Views: 6417

Re: Light tracing image conversion

I fixed the images now. The problem was that I was using Google Drive to host them but forgot to make the images public so I saw them because I was logged in but nobody else was able to. Nope, you can not share images on forums via Google Drive, it is a known (stupid) limitation. Anyway the images ...

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