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Re: CGI tech news box

Posted: Thu Nov 15, 2018 4:27 pm
by kintuX
Psychopath Renderer: A different Approach
I've been away from Psychopath for a while working on other projects, but recently I stumbled upon a blog post by Yining Karl Li, entitled "Mipmapping with Bidirectional Techniques". In it, he describes his solution to a problem I've been pondering for a while: how to handle texture filtering in the context of bidirectional light transport...
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Oh, and especially good news for lacilaci ;)

Optix Denoiser with Cycles... soon.
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Re: CGI tech news box

Posted: Wed Nov 28, 2018 10:43 pm
by kintuX
A radiative transfer framework for non-exponential media
Benedikt Bitterli, Srinath Ravichandran, Thomas Müller, Magnus Wrenninge, Jan Novák, Steve Marschner, Wojciech Jarosz. A radiative transfer framework for non-exponential media. ACM Transactions on Graphics (Proceedings of SIGGRAPH Asia), 37(6):225:1–225:17, November 2018.

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Even in photography, such a clear image of rain falling from the cloud with its backgrounds is quite hard and expensive to make.

Re: CGI tech news box

Posted: Sun Dec 02, 2018 9:54 pm
by Sharlybg
Unity global instant GI without precomputation :

https://forum.unity.com/threads/segi-fu ... on.410310/

SEGI Opensource Project :
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sponzaupper.jpg


sponzadark.jpg

Re: CGI tech news box

Posted: Mon Dec 03, 2018 9:46 am
by Sharlybg
Some Good boost to Bidir engine with such kind of boost Bidir could become a standar for daily rendering workflow :

https://www.researchgate.net/publicatio ... _Rendering
Bidi.jpg

Re: CGI tech news box

Posted: Mon Dec 03, 2018 10:26 am
by Dade
Sharlybg wrote:
Mon Dec 03, 2018 9:46 am
Some Good boost to Bidir engine with such kind of boost Bidir could become a standar for daily rendering workflow :

https://www.researchgate.net/publicatio ... _Rendering
I tried this in old Lux years ago: heterogeneous hybrid CPU/GPU rendering has too much problems. Note the heterogeneous, it means you are assigning to CPU and GPU different type tasks and you get the end result when all is done. This is different from our current homogeneous hybrid rendering where we assign to CPU and GPU the same type of task.

Short version: you have an infinitely fast GPU (it does everything in 0 secs) and a normal CPU. We have 2 task types A and B. Heterogeneous hybrid rendering will assign A tasks to the GPU and B tasks to the CPU. The time to do everything will be cpu time for B ... even with an infinitely fast GPU.

Homogeneous hybrid rendering will render everything in 0 secs thanks to the infinitely fast GPU.