Search found 235 matches

by provisory
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...
by provisory
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...
by provisory
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.
by provisory
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 ...
by provisory
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...
by provisory
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.
by provisory
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.
by provisory
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...
by provisory
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).
by provisory
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! :)