Search found 171 matches

by alpistinho
Sun Mar 15, 2020 4:32 pm
Forum: Development
Topic: Blue noise dithered Sobol
Replies: 26
Views: 34124

Re: Blue noise dithered Sobol

Hi, Now I've hacked it into my PMJ02 patch: I'm doing the same thing we do with the current sobol samples. Applying the Cranley-Patterson rotation to the samples but using the blue mask. According to the Siggraph "My favorite samples" panel we have to apply this rotation but only inside ea...
by alpistinho
Sun Mar 15, 2020 3:23 pm
Forum: Development
Topic: Blue noise dithered Sobol
Replies: 26
Views: 34124

Re: Blue noise dithered Sobol

Hi,

The both sampling are tiled over 128x128 pixels, so it is completely reasonable that there are correlation artifacts.
I will download the new scene to test.

About the noise, it is most likely due to the Owen scrambling. I saw the same effect when using my PMJ02 patch
by alpistinho
Sun Mar 15, 2020 2:50 pm
Forum: Development
Topic: Blue noise dithered Sobol
Replies: 26
Views: 34124

Re: Blue noise dithered Sobol

The improvement is only for very low sample counts. I can see that the pattern is a bit more pleasing, but it is not a huuuge deal. I actually made the newer paper method work: (Besides having the blue-noise properties it also uses Owen-scrambled Sobol points, so it should have somewhat better conve...
by alpistinho
Sun Mar 15, 2020 2:43 pm
Forum: Development
Topic: Blue noise dithered Sobol
Replies: 26
Views: 34124

Re: Blue noise dithered Sobol

Not yet, but the reports from Cycles is that blue noise improves denoise performance.
I will check it
by alpistinho
Sun Mar 15, 2020 2:07 pm
Forum: Development
Topic: Blue noise dithered Sobol
Replies: 26
Views: 34124

Blue noise dithered Sobol

Hi, I have been investigating this topic lately and wanted to discuss if we have some reasonable way to implement that. 1st idea: I basically stole Cycles implementation (https://developer.blender.org/D2149) The idea is basically to use a blue noise mask to offset the samples between pixels. Instead...
by alpistinho
Fri Feb 21, 2020 12:07 pm
Forum: Development
Topic: New OpenCL textures and materials evaluation code
Replies: 35
Views: 15822

Re: New OpenCL textures and materials evaluation code

Sounds great =)

I have a RX 580 + Ryzen 3600 and can test on Windows (I and Linux OpenCL drivers share a mutual hate for each other).
Will compile it as soon as a stop in front of the computer
by alpistinho
Sat Jan 04, 2020 2:45 pm
Forum: Development
Topic: Triplanar mapping / stochastic texturing
Replies: 123
Views: 52711

Re: Triplanar mapping / stochastic texturing

Dade wrote: Sat Jan 04, 2020 1:34 pm I have reworked a bit triplanar texture code and now it works as I expect
Thanks for the help!
by alpistinho
Thu Dec 26, 2019 2:31 pm
Forum: Development
Topic: Triplanar mapping / stochastic texturing
Replies: 123
Views: 52711

Re: Triplanar mapping / stochastic texturing

Sorry, I have been super busy lately and couldn't work on that.

I was hoping to have it done by the end of the year, but I have to merge the Multi UV changes into my triplanar branch.

I'll make an effort to have this done soon
by alpistinho
Thu Dec 05, 2019 12:58 pm
Forum: User Support
Topic: Image pipeline for Luxcoreui
Replies: 7
Views: 3143

Re: Image pipeline for Luxcoreui

As long as you don't use filmic, everything should match.

Can't you create an extra image pipeline to export the result in HDR (exr file format) and then post process it in Blender using filmic?
by alpistinho
Wed Oct 30, 2019 10:15 pm
Forum: Development
Topic: Adaptive sampling improvements
Replies: 145
Views: 67788

Re: Adaptive sampling improvements

Doesn't setting the adaptive strength to a lower value achieve the same pretty much; If its 0.7 then are 30% just sampled across the image and 70% use the adaptive map? Yes it would more or less. As future reference, here it is the complete flow with some small steps ommited: During ( warmup + step...