Search found 382 matches

by spectral
Mon Jan 09, 2012 8:59 am
Forum: General Development
Topic: BVH on GPU
Replies: 2
Views: 6689

Re: BVH on GPU

You can do it the same way you do on the CPU ! Do you use an ATI card ? Because if you lock a thread you will lock your video card and you have to reboot :-P With NVidia card it is easier... they have a system yo avoid this ! You can, by example, take a look at the SLG code too : http://src.luxrende...
by spectral
Fri Jan 06, 2012 3:58 pm
Forum: General Development
Topic: Tangents computation problem
Replies: 11
Views: 10015

Re: Tangents computation problem

Of course,

I'm playing with... and work on the GPU... I don't use any mersenne twister by maybe I will give a try... (I have try so much RNG methods :-P)
I will reactive some old RNG I have and will see...

Thanks ;-)
by spectral
Fri Jan 06, 2012 11:16 am
Forum: General Development
Topic: Tangents computation problem
Replies: 11
Views: 10015

Re: Tangents computation problem

You're right, it is what I think to but sampling is also based on MLT rules... so it is not always uniform, but anyway it should not be a problem for diffuse surface. I will investigate for the RNG number too !
But anyway for anisotropic I will have the problem too !

Thx
by spectral
Thu Jan 05, 2012 8:22 am
Forum: General Development
Topic: Tangents computation problem
Replies: 11
Views: 10015

Re: Tangents computation problem

Thanks,

In fact, you can see the tangent distribution on the image (the car). In the reality, the tangents are corrects, but suddenly switch of direction and so, by example when I use a diffuse shader (or any other tangent based shader) the same effect appear !
by spectral
Wed Jan 04, 2012 1:08 pm
Forum: Visuals, Tools, Demos & Sources
Topic: Spectral Studio beta 0.01
Replies: 6
Views: 6752

Spectral Studio beta 0.01

Hi everyone, I just would like to tell you that I have finally release the first beta version of my renderer, this one work on both the CPU and the GPU through the OpenCL SDK, another interesting point is that it is also based on the OSL specifications. I modestly drop a line here because I'm intere...
by spectral
Fri Dec 30, 2011 12:37 pm
Forum: General Development
Topic: Tangents computation problem
Replies: 11
Views: 10015

Re: Tangents computation problem

Finally not, I'm still playing to find a correct way to compute good tangents... but no way... for each technique a model fail to be rendered correctly ! To test I use 3 models and a "tangent shader" (I can provide the obj or the blender model if someone is interested): - Lego man - RS8 model - Corn...
by spectral
Thu Dec 29, 2011 7:00 am
Forum: General Development
Topic: Sampling lights
Replies: 22
Views: 15971

Re: Sampling lights

How a scene cannot fit all the light sources in memory ? You can play with 2 arrays : 1 - A array for the lights source, N lights mean an array of size N 2 - An array of indices that point to the first array This way you can have a lot of lights... Of course, it is still possible to do some out-of-c...
by spectral
Wed Dec 28, 2011 10:24 am
Forum: General Development
Topic: Sampling lights
Replies: 22
Views: 15971

Re: Sampling lights

It is what 'jbarcz1' proposed but Jacco tell that No ! :-P
But it is the approach that I've expected too :-)

Thx
by spectral
Wed Dec 28, 2011 8:14 am
Forum: General Development
Topic: Sampling lights
Replies: 22
Views: 15971

Re: Sampling lights

Thanks,

And how do you compute the PDF of each light and how do you distribute each light in the array ?
by spectral
Tue Dec 27, 2011 3:34 pm
Forum: General Development
Topic: Sampling lights
Replies: 22
Views: 15971

Re: Sampling lights

And how can you sample N lights with an array of N elements if you want to sample proportional to the PDF ?