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Unbiased Randering and Caustics
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Vlado-
Ok im im super excited by these, not sure when ill get to play but im going to be counting the days!!! looks like you are getting some nice results. Id love to hand you a couple of the scene files I had cooked up when we were first talking about this if you want to use them for some tests. Id also be interested to see some times. Certainly its resolving the reflected caustics much better. Any thoughts to if you are sacrificing much for it in the way of introducing other noise?
Also do you feel that the overall image is resolving faster or just differently?
Thanks for sharing!
-MichaelLast edited by anchovy; 02-04-2013, 04:46 PM.
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Yes, feel free to send over any test files that you have They will be very helpful. You can send them to vlado@chaosgroup.com
Best regards,
VladoI only act like I know everything, Rogers.
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hands up who's excited about vray 3.0?
Immersive media - design and production
http://www.felixdodd.com/
https://www.linkedin.com/in/felixdodd/
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Originally posted by vlado View PostThis is patented last time I looked into it. So forget about it
Best regards,
Vlado
“The idea that I can be presented with a problem, set out to logically solve it with the tools at hand, and wind up with a program that could not be legally used because someone else followed the same logical steps some years ago and filed for a patent on it is horrifying.”
― John CarmackImmersive media - design and production
http://www.felixdodd.com/
https://www.linkedin.com/in/felixdodd/
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Vlado-
I hadn't seen this paper. I might be of interest though at this point im not sure there are too many loose ends for your implementation.
http://www.iliyan.com/publications/VertexMerging
-Michael
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Originally posted by vlado View PostMLT doesn't attempt to find anything; it relies on blind chance to find important parts (same as any other path tracing algorithm), and then it explores nearby similar paths. But, same as other Monte Carlo algorithms, it can completely miss an important part of the image if it never comes across it in the first place.
Further on, MLT algorithms must use pure random numbers; it is not possible to use optimizations like Schlick sampling or Quasi-Monte Carlo sampling. This immediately makes them worse than regular (bidirectional) path tracing for a vast majority of not-so-difficult to compute scenes.
Finally, because of its pure randomness, using MLT for animations is difficult (there is no guaranteed consistency between successive frames).
Best regards,
Vlado
While i'll admit it's the funkiest render method i have ever witnessed (with buckets spreading light in the scene before they hit the corresponding raster space of it, leading to progressive brightening of the whole frame from early buckets), the VERY chancy way it uses to determine paths means that unless there's an awful lot of very detailed paths, convergence will change quite dramatically across renders/frames/slight viewpoint changes.
Still extremely funky to play with.Lele
Trouble Stirrer in RnD @ Chaos
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emanuele.lecchi@chaos.com
Disclaimer:
The views and opinions expressed here are my own and do not represent those of Chaos Group, unless otherwise stated.
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Originally posted by vlado View PostYep, I've seen it. I know Iliyan personally too.
Best regards,
Vlado
-Michael
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Vlado-
Here is yet another little test. Ive resurrected the old winosi scene and set it up to somewhat match a version ive seen in one of the vertex merging papers
The interesting thing about this one is both of the lights are area spheres inside a reflector with a glass lens so every directly lit surface is I guess by definition a caustic.
Here ive removed a lens and you can see the illuminated reflector. Interesting that you dont see this through the lens in the versions where the lens is in place.
If anyone wants to play http://morphographic.com/PathTrace/w...orball_004.max
Thanks
-Michael
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Veach MLT Room
For fun here is my take on the Veach mlt room setup. Simple for sure but its a nice test all the same. I let this one run today while I was at the office. It was fairly clean within a couple hours. I like the subtle caustics behind the light on the right wall.
Here is the 2012 scene file http://morphographic.com/PathTrace/2...achRoom_01.max
-MichaelLast edited by anchovy; 11-04-2013, 10:11 PM.
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