Search found 46 matches

by happyboy
Tue Aug 13, 2019 1:42 pm
Forum: Development
Topic: Vulkan
Replies: 6
Views: 306

Re: Vulkan

Dade wrote:
Sun Aug 11, 2019 10:46 am
6) CUDA is the best option, hand down but using a proprietary API ... on my dead body.
What about HIP?
https://github.com/ROCm-Developer-Tools/HIP
by happyboy
Tue Aug 13, 2019 1:38 pm
Forum: General Discussion
Topic: CGI tech news box
Replies: 152
Views: 34972

Re: CGI tech news box

We had these discussions in appleseed and our implementation (a running GSoC project) does not reuse Mitsuba code but is a unique implementation of the algorithms from the research papers. Haha, actually I wanted to ask you about this on appleseed forum but I was just too lazy to register... Thanks...
by happyboy
Tue Aug 13, 2019 2:02 am
Forum: General Discussion
Topic: CGI tech news box
Replies: 152
Views: 34972

Re: CGI tech news box

This is, hand down, the best stuff out of SIGGRAPH 2019: "Path Guiding in Production" (https://jo.dreggn.org/path-tracing-in-production/2019/index.html) I'm feeling the same. Last year I came across this course in siggraph 2018: https://cgg.mff.cuni.cz/~jaroslav/papers/2018-mlrendering/slides/02-kr...
by happyboy
Tue Aug 13, 2019 1:53 am
Forum: Development
Topic: Vulkan
Replies: 6
Views: 306

Re: Vulkan

NVIDIA exposes RTX with a Vulkan extension, Khronos claims they are also working on Vulkan-OpenCL interoperability. When it is available and supported by NVIDIA, we can support RTX by replacing the ray/triangles intersection OpenCL kernel with a Vulkan kernel (i.e. it is about replacing a single pi...
by happyboy
Tue Aug 13, 2019 1:28 am
Forum: Development
Topic: PhotonGI cache
Replies: 1020
Views: 73947

Re: PhotonGI cache

The sample size is very wrong, I guess I forgot to update the value, it should 4 (unable to check the code at the moment). It is the number of samples required for each path vertex and +3 suggests it uses 4 values at the moment. Thank you, alpistinho & Dade! I'll use my own fix for now and wait for...
by happyboy
Mon Aug 12, 2019 3:06 am
Forum: Development
Topic: PhotonGI cache
Replies: 1020
Views: 73947

Re: PhotonGI cache

May be not, can you provide a way to reproduce the problem ? Something like a small python script with a test scene ? I tried to simplify my scene that day, but it seems that easy scenes don't crash... and then I was getting very busy... Today I debugged luxcore with my scene and found the cause: s...
by happyboy
Fri Jul 26, 2019 11:23 am
Forum: Development
Topic: PhotonGI cache
Replies: 1020
Views: 73947

Re: PhotonGI cache

Dade wrote:
Fri Jul 26, 2019 11:16 am
May be not, can you provide a way to reproduce the problem ? Something like a small python script with a test scene ?
Ok! But currently our scenes are big. I'll try to simplify it or make an artificial scene while still reproducing the issue. Please wait a moment.
by happyboy
Fri Jul 26, 2019 10:53 am
Forum: Development
Topic: PhotonGI cache
Replies: 1020
Views: 73947

Re: PhotonGI cache

Are you using border rendering ? P.S. but are you using Blender or directly LuxCore ? Thanks! But what is border rendering? I'm using a program which generates a .scn/.cfg pair and then launch "pyluxcoretool.exe console foo.cfg" with std::system() And I don't know what do you mean by "run a full im...
by happyboy
Fri Jul 26, 2019 9:17 am
Forum: Development
Topic: PhotonGI cache
Replies: 1020
Views: 73947

Re: PhotonGI cache

Is anyone experiencing PATHOCL crashes after seeing "PhotonGI evaluating best radius"? When manual testing, this happends occasionally, and re-run luxcore with the SAME scene usually fixed the problem. But now I'm running scripts to run luxcore automatically (i.e. batch rendering), this crash happen...
by happyboy
Tue Jul 23, 2019 2:03 am
Forum: Development
Topic: Transitioning from VRay to LuxCoreRender
Replies: 56
Views: 2728

Re: Transitioning from VRay to LuxCoreRender

Dade wrote:
Mon Jul 22, 2019 9:28 am
It was a bug and I should have fixed this problem.
Thanks! It works now.