Search found 34 matches
- Thu Dec 06, 2018 3:38 pm
- Forum: User Support
- Topic: Direct Light cache: how to avoid splotches?
- Replies: 65
- Views: 32800
Re: Direct Light cache: how to avoid splotches?
while not a production renderer and more just a hobby project, psychopath renderer by cessen has an implementation of a light tree. this was also the first renderer I saw implement an open source version of a light tree to aid in direct light sampling. he did a blog post or 2 about it on psychopath....
- Thu Nov 22, 2018 8:25 pm
- Forum: Development
- Topic: LuxCore v2.1 proposed features
- Replies: 71
- Views: 53351
Re: LuxCore v2.1 proposed features
ill try to get something out to you guys this weekend. it's Thanksgiving here in the us, so I'll do my best to squeeze it in
- Thu Nov 22, 2018 4:00 pm
- Forum: Development
- Topic: LuxCore v2.1 proposed features
- Replies: 71
- Views: 53351
Re: LuxCore v2.1 proposed features
I wrote a c# white balance program several years ago for a friend that worked pretty flawlessly for her needs. I don't currently have a lux dev environment setup, but I could hack together a c++ version of an image pipeline in a text editor if someone wants to handle the opencl port when I'm done an...
- Sun Nov 11, 2018 8:08 pm
- Forum: Computer Graphic News
- Topic: CGI tech news box
- Replies: 242
- Views: 230498
Re: CGI tech news box
"A Simple and Robust Mutation Strategy for the Metropolis Light Transport Algorithm" http://sirkan.iit.bme.hu/~szirmay/paper50_electronic.pdf looks like it could be a simple way to increase the performance with little overhead. im pretty sure this idea the kelemen mlt paper. a variation o...
- Fri Nov 02, 2018 12:37 pm
- Forum: General Discussion
- Topic: streamlining luxcore workflow
- Replies: 20
- Views: 12658
Re: streamlining luxcore workflow
luxcore uses opencl, and as Dade has said, there is no plan to implement the ai denier from nvidia any time soon. just my thoughts though: when Dade first started slg( which turned into luxcore) his idea was a brute force gpu monte carlo renderer. it didn't include a denoiser because the idea was to...
- Sat Oct 13, 2018 12:48 pm
- Forum: Computer Graphic News
- Topic: CGI tech news box
- Replies: 242
- Views: 230498
Re: CGI tech news box
Another engine getting multiple scattering GGX is IFX Clarisse v4 "... it doesn't affect render time..." :o (click on image to go to YouTube video) https://i.imgur.com/LUnzpPO.jpg I'm fairly certain this is using the multiple scattering ggx paper that we will be implementing at some point...
- Sat Sep 22, 2018 3:38 am
- Forum: User Support
- Topic: Luxcore renders light through glass very slowly
- Replies: 7
- Views: 5193
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.
- Wed Sep 12, 2018 6:43 pm
- Forum: Computer Graphic News
- Topic: CGI tech news box
- Replies: 242
- Views: 230498
- Sat Aug 25, 2018 3:36 pm
- Forum: Computer Graphic News
- Topic: CGI tech news box
- Replies: 242
- Views: 230498
Re: CGI tech news box
pbrt-v3 actually uses this in its triangle mesh intersection code, if you wanted to take a look at some code already using thisB.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
- Fri Aug 24, 2018 9:17 pm
- Forum: Computer Graphic News
- Topic: CGI tech news box
- Replies: 242
- Views: 230498