Search found 16 matches

by Vutshi
Fri Sep 11, 2020 6:17 pm
Forum: Works in Progress
Topic: Multi-qubit QND gate
Replies: 0
Views: 301

Multi-qubit QND gate

Hi LuxCoreRenderers, It is been a long time since I used this kind of software. Nevertheless, here are some Rydberg atoms interacting with each other until the control qubit blocks the interaction. I would prefer a more dramatic interaction process but spheres and deformed spheres are the only thing...
by Vutshi
Mon Sep 23, 2019 3:32 pm
Forum: Development
Topic: Path Space Regularization (aka the solution to SDS paths)
Replies: 194
Views: 24408

Re: Path Space Regularization (aka the solution to SDS paths)

It was when I was using the Metropolis large mutations count for the mollification progress, now I'm using a counter for each pixel so the mollification "speed" is a lot slower (i.e. film "width x height" slower on average). However, it does not really change the exponential scaling. The same effec...
by Vutshi
Mon Sep 23, 2019 1:37 pm
Forum: Development
Topic: Path Space Regularization (aka the solution to SDS paths)
Replies: 194
Views: 24408

Re: Path Space Regularization (aka the solution to SDS paths)

It is not possible to render the under water caustics at all if you use a real delta distribution. In the real world of 32bit floating point, you will never generate the only and exact path of the delta distribution. This is the point: you have to step near the edge of the cliff but never go there ...
by Vutshi
Mon Sep 23, 2019 10:51 am
Forum: Development
Topic: Path Space Regularization (aka the solution to SDS paths)
Replies: 194
Views: 24408

Re: Path Space Regularization (aka the solution to SDS paths)

I'm doing light tracing, not eye tracing (aka path tracing): in light tracing, you accumulate the samples on each pixel and then divide the value by the total amount of photon shot; clearly, more "black" photon (i.e. black samples), you add and darker the image becomes. In eye tracing, instead of b...
by Vutshi
Mon Sep 23, 2019 8:49 am
Forum: Development
Topic: Path Space Regularization (aka the solution to SDS paths)
Replies: 194
Views: 24408

Re: Path Space Regularization (aka the solution to SDS paths)

Water can transmit or reflect while mirror can only reflect so it is likely to require 2x the amount of samples to obtain the same level of noise. I see. Then something is broken in my smallpt because it seems only reflections from the water are visible no matter how many spp. I am curious about th...
by Vutshi
Mon Sep 23, 2019 7:35 am
Forum: Development
Topic: Path Space Regularization (aka the solution to SDS paths)
Replies: 194
Views: 24408

Re: Path Space Regularization (aka the solution to SDS paths)

It would be interesting to compare Luxcore with the PSR enhanced smallpt. LuxCore has Hybrid (i.e. eye + light tracing) rendering for normal caustics, it is probably 100 times faster than SmallPT+PSR. I have no doubt LuxCore will be faster. I think it is interesting to compare convergence at the sa...
by Vutshi
Fri Sep 20, 2019 9:31 pm
Forum: Development
Topic: Path Space Regularization (aka the solution to SDS paths)
Replies: 194
Views: 24408

Re: Path Space Regularization (aka the solution to SDS paths)

Dade wrote:
Fri Sep 20, 2019 9:24 pm
LuxCore has Hybrid (i.e. eye + light tracing) rendering for normal caustics, it is probably 100 times faster than SmallPT+PSR.
What is a normal caustic?
by Vutshi
Fri Sep 20, 2019 8:15 pm
Forum: Development
Topic: Path Space Regularization (aka the solution to SDS paths)
Replies: 194
Views: 24408

Re: Path Space Regularization (aka the solution to SDS paths)

B.Y.O.B. wrote:
Fri Sep 20, 2019 8:08 pm
Since LuxCore has a triangle primitive, but no sphere primitive, I would recommend to make the walls out of two triangles each.
If I remember correctly Luxrender had the sphere primitive. I wonder why it is gone. It is so satisfying to have a perfect sphere ;)
by Vutshi
Fri Sep 20, 2019 8:03 pm
Forum: Development
Topic: Path Space Regularization (aka the solution to SDS paths)
Replies: 194
Views: 24408

Re: Path Space Regularization (aka the solution to SDS paths)

It would be interesting to compare Luxcore with the PSR enhanced smallpt. Can someone recreate the test scene in Luxcore? It is just a set of spheres: Sphere spheres[] = {//Scene: radius, position, emission, color, material Sphere(1e5, Vec( 1e5+1,40.8,81.6), Vec(),Vec(.75,.25,.25),DIFF),//Left Spher...
by Vutshi
Fri Sep 20, 2019 7:19 pm
Forum: Development
Topic: Path Space Regularization (aka the solution to SDS paths)
Replies: 194
Views: 24408

Re: Path Space Regularization (aka the solution to SDS paths)

Maybe adding the Regularization to the simple path tracing of Luxcore is not a bad option for rendering the pool caustics. The large initial r0 can be quick and dirty way to see what is going on in your scene.
Edit: Oops, apparently it is already there ;)