Search found 235 matches
- Mon Sep 09, 2019 12:59 pm
- Forum: Development
- Topic: Path Space Regularization (aka the solution to SDS paths)
- Replies: 194
- Views: 76648
Re: Path Space Regularization (aka the solution to SDS paths)
...Metropolis works really bad on GPUs. Can any of these help? - Coherent metropolis light transport on the GPU using speculative mutations https://www.semanticscholar.org/paper/Coherent-metropolis-light-transport-on-the-GPU-Schmidt-Lobachev/2875981ccfe854c9f5b98fe604234f2b4d983429 The Metropolis L...
- Sat Sep 07, 2019 11:50 am
- Forum: Development
- Topic: Path Space Regularization (aka the solution to SDS paths)
- Replies: 194
- Views: 76648
Re: Path Space Regularization (aka the solution to SDS paths)
I've seen that it works with Hybrid now and I started to test it, but Hybrid (Light Tracing) seems to have some issues, so I'd like to try out PSR with pure (backward) Path Trace + Metropolis, without Hybrid. Issues, that I've seen so far: - Blurring decreases very slowly, so it's important to set a...
- Fri Sep 06, 2019 7:02 pm
- Forum: Development
- Topic: Path Space Regularization (aka the solution to SDS paths)
- Replies: 194
- Views: 76648
Re: Path Space Regularization (aka the solution to SDS paths)
If I'm not mistaken, currently PSR works only for LightCPU in the current LuxCore implementation.
Would it be hard to implement it for (Backward) Path Tracing too (without Light Tracing)?
Path/Metropolis gives the best results according to the paper.
Would it be hard to implement it for (Backward) Path Tracing too (without Light Tracing)?
Path/Metropolis gives the best results according to the paper.
- Wed Sep 04, 2019 12:19 pm
- Forum: Development
- Topic: Path Space Regularization (aka the solution to SDS paths)
- Replies: 194
- Views: 76648
Re: Path Space Regularization (aka the solution to SDS paths)
What I find interesting is that lower values than 1-1.5 also makes caustics very weak and instead of seeing a lot of fireflies I see just hint of caustics, ... So maybe caustics are getting sharper, but also weaker and so we cannot really see them? Lower angle for path regulation = lower chance to ...
- Wed Sep 04, 2019 12:15 pm
- Forum: Development
- Topic: Path Space Regularization (aka the solution to SDS paths)
- Replies: 194
- Views: 76648
Re: Path Space Regularization (aka the solution to SDS paths)
I assume, Dade is perfectly aware of these...
- Wed Sep 04, 2019 6:27 am
- Forum: Development
- Topic: Path Space Regularization (aka the solution to SDS paths)
- Replies: 194
- Views: 76648
Re: Path Space Regularization (aka the solution to SDS paths)
Edit:
You can find the settings on GitHub, but I rather not write them here, I'm sure Dade will tell if/when he wants us to know.
You can find the settings on GitHub, but I rather not write them here, I'm sure Dade will tell if/when he wants us to know.
- Mon Sep 02, 2019 8:39 am
- Forum: User Support
- Topic: PhotonGI cache + Oidn params
- Replies: 14
- Views: 7638
Re: PhotonGI cache + Oidn params
Some more thoughts:
- I used PGI Debug: Show Indirect for er, uh... debugging
- There is still a bright spot on the left side of the foreground countertop cabinet, but this is light reflected from that cabinet, so it is correct.
- I used PGI Debug: Show Indirect for er, uh... debugging
- There is still a bright spot on the left side of the foreground countertop cabinet, but this is light reflected from that cabinet, so it is correct.
- Mon Sep 02, 2019 7:49 am
- Forum: User Support
- Topic: PhotonGI cache + Oidn params
- Replies: 14
- Views: 7638
Re: PhotonGI cache + Oidn params
Lookup Radius is set to 1 meter instead of 1 cm in your file. And for parquet and wall materials you use mix of diffuse and glossy. In LuxCore it isn't needed and I think PGI doesn't work well with Mix material. Just use Disney or Glossy material. (Disney is like Principled in Cycles, just with less...
- Sun Sep 01, 2019 6:14 pm
- Forum: User Support
- Topic: PhotonGI cache + Oidn params
- Replies: 14
- Views: 7638
Re: PhotonGI cache + Oidn params
Yes, try 1cm for Lookup Radius and 90 for Brute Force Radius Scale, and walls should have thickness too (al least 2x the Lookup Radius, just like the door).
- Thu Aug 29, 2019 7:17 pm
- Forum: Development
- Topic: Path Space Regularization (aka the solution to SDS paths)
- Replies: 194
- Views: 76648
Re: Path Space Regularization (aka the solution to SDS paths)
Very exciting, can't wait to test it!