Search found 18 matches

by patrickawalz
Sat Sep 22, 2018 3:38 am
Forum: User Support
Topic: Luxcore renders light through glass very slowly
Replies: 7
Views: 157

Re: Luxcore renders light through glass very slowly

sds paths are notoriously hard to render, and metropolis light transport is a very timed algorithm for this very situation.
by patrickawalz
Sat Aug 25, 2018 3:36 pm
Forum: General Discussion
Topic: CGI tech news box
Replies: 55
Views: 9969

Re: CGI tech news box

B.Y.O.B. wrote:
Sat Aug 25, 2018 1:27 pm
Sorry if this is old news, it's from 2013:
Watertight Ray/Triangle Intersection
pbrt-v3 actually uses this in its triangle mesh intersection code, if you wanted to take a look at some code already using this
by patrickawalz
Mon Aug 20, 2018 2:38 am
Forum: General Discussion
Topic: octane renderes vectron and spectron
Replies: 10
Views: 433

Re: octane renderes vectron and spectron

the method I mentioned also relies heavily on c++ templates Sounds like it would be rather complicated to translate to OpenCL? I haven't honestly looked atthe opencl side of the engine. the way this is accomplished on the CPU side is thru templating which cl doesn't have. the CPU side abstracts out...
by patrickawalz
Sun Aug 19, 2018 11:03 pm
Forum: General Discussion
Topic: octane renderes vectron and spectron
Replies: 10
Views: 433

Re: octane renderes vectron and spectron

polarization and diffraction isn't just good for rendering a CD tho. its also useful for the rendering of rainbows ( Jensen did a paper several years ago about extending mie scattering to accurately render double rainbows), but also for glowing solid objects(wilkie), birifringence in crystals, fluor...
by patrickawalz
Sun Aug 19, 2018 4:44 am
Forum: General Discussion
Topic: octane renderes vectron and spectron
Replies: 10
Views: 433

octane renderes vectron and spectron

octane render recently announced their 2018.1 release features (including something they call "vectron" and "spectron") while spectron is really exciting to me (it includes support four rendering fluorescence and polarization), vectron is merely an implementation of something I saw originally as an ...
by patrickawalz
Fri Jun 22, 2018 8:37 pm
Forum: General Discussion
Topic: CGI tech news box
Replies: 55
Views: 9969

Swallowing the elephant...

matt pharr, of pbrt fame, recently did a series of blog posts on getting a scene from moana to run and render over pbrt3. while this isn't as much cgi news, it would be neat to convert a production ready scene to luxcore and see if we can render it. the scene is somewhere between 50-70gb when loaded...
by patrickawalz
Mon Jun 11, 2018 4:49 pm
Forum: Development
Topic: Direct Light Sampling Cache (aka Light cache part I)
Replies: 29
Views: 3707

Re: Direct Light Sampling Cache (aka Light cache part I)

interesting - the many light problem has been a hot topic the last couple of years - with a lot of people tackling it - it's always nice to pick your brain and get the reasons behind your decisions and directions you are taking
by patrickawalz
Mon Jun 11, 2018 2:05 pm
Forum: Development
Topic: Direct Light Sampling Cache (aka Light cache part I)
Replies: 29
Views: 3707

Re: Direct Light Sampling Cache (aka Light cache part I)

another thought that is somewhat related (I think) tungsten and pbrt v3 both use a spatial light cache, albeit not exactly what you're doing. tungsten is using solid angle sampling iirc which is supposed to help calculate things faster. I believe pbrt v3 even has solid angle sampling of triangles in...