OIDN animations

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epilectrolytics
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Re: OIDN animations

Post by epilectrolytics »

epilectrolytics wrote: Fri Feb 08, 2019 1:49 pm First attempt, 500 samples PathOCL, 6min/frame.
New attempt, 400 samples PGI+OIDN, 1.4min/frame.
There are some artefacts from slowing down 50% and blowing up to 3k resolution with DaVinci Resolve.
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lacilaci
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Re: OIDN animations

Post by lacilaci »

I guess this is without photonGI?
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Re: OIDN animations

Post by epilectrolytics »

No, this was rendered with persistent PGI cache, bringing down render time from 6min to 1min 24s so that I could do a longer animation.
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Re: OIDN animations

Post by lacilaci »

epilectrolytics wrote: Tue Jun 04, 2019 4:30 pm No, this was rendered with persistent PGI cache, bringing down render time from 6min to 1min 24s so that I could do a longer animation.
:shock: Excuse me what?! I did not expect pgi to be so stable
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Re: OIDN animations

Post by B.Y.O.B. »

It's computed once and then only re-used. Only works if just the camera is moving.
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Re: OIDN animations

Post by lacilaci »

I see, btw I was today rendering some interior previews that had rendertime faster than preprocessing. We need faster render startup.
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Re: OIDN animations

Post by Sharlybg »

We need faster render startup.
opencl compilation is the killer in this case.
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Re: OIDN animations

Post by FarbigeWelt »

If only camera is moving, why compiling openCL kernel each time? Why is kernel compilation not optimized as for view port render? It could save so much time for animations!
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Re: OIDN animations

Post by B.Y.O.B. »

FarbigeWelt wrote: Wed Jun 05, 2019 11:05 am If only camera is moving, why compiling openCL kernel each time?
I'm pretty sure the kernels are cached and re-used if only the camera is moving.
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Re: OIDN animations

Post by FarbigeWelt »

B.Y.O.B. wrote: Wed Jun 05, 2019 11:12 am
FarbigeWelt wrote: Wed Jun 05, 2019 11:05 am If only camera is moving, why compiling openCL kernel each time?
I'm pretty sure the kernels are cached and re-used if only the camera is moving.
I‘ll check it this evening.
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