New Random/Sobol sampler progressive, cache-friendly and OoC modes

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juangea
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Re: New Random/Sobol sampler progressive, cache-friendly and OoC modes

Post by juangea » Mon May 04, 2020 7:16 am

B.Y.O.B should have a scene that will put your ram into it’s knees, it needs around 16Gb of ram.

It’s not converted to LuxCore, but it does not matter too much, it has a TON of instances, and some materials may work, so to test OOC it should be more than enough, also to test other things like instances performance and such things.

BTW it’s a commercial scene, please don’t share it except amongst you and B.Y.O.B.

@B.Y.O.B. If you don’t have it at hand speak to me on Discord and I’ll send it back to you again.

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B.Y.O.B.
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Re: New Random/Sobol sampler progressive, cache-friendly and OoC modes

Post by B.Y.O.B. » Mon May 18, 2020 6:02 pm

I have added support to the new sampling patterns and out of core to BlendLuxCore.

Dade, how can I calculate the samples (per pixel) per pass, taking into account the new settings? I'm not sure how the overlap works in detail.
I'd like to show the samples (per pixel) per pass to the user because it's important for halt conditions.
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Screenshot from 2020-05-18 19-58-06.png
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Dade
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Re: New Random/Sobol sampler progressive, cache-friendly and OoC modes

Post by Dade » Mon May 18, 2020 6:58 pm

B.Y.O.B. wrote:
Mon May 18, 2020 6:02 pm
Dade, how can I calculate the samples (per pixel) per pass, taking into account the new settings? I'm not sure how the overlap works in detail.
I'd like to show the samples (per pixel) per pass to the user because it's important for halt conditions.
If I remember correctly it is "sampler.sobol.supersampling * sampler.sobol.overlapping" for each pass.
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B.Y.O.B.
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Re: New Random/Sobol sampler progressive, cache-friendly and OoC modes

Post by B.Y.O.B. » Mon May 18, 2020 7:15 pm

Dade wrote:
Mon May 18, 2020 6:58 pm
If I remember correctly it is "sampler.sobol.supersampling * sampler.sobol.overlapping" for each pass.
That was my understanding as well, and when not using light tracing, it seems to be true indeed.
I guess the samples spent on light tracing are added to the sample count. I vaguely remember that you added separate statistics for eye and light traced samples, are they accessible somehow?

edit: found it:

Code: Select all

stats.renderengine.pass.eye
stats.renderengine.pass.light
It might be good if we could specify an "eye pass" halt condition, instead of the current eye + light pass halt condition, to ensure that a pass covers the entire film plane.
Attachments
without light tracing, overlap = 32, supersampilng = 16, 512 spp halt condition
without light tracing, overlap = 32, supersampilng = 16, 512 spp halt condition
with light tracing, overlap = 32, supersampilng = 16, 512 spp halt condition
with light tracing, overlap = 32, supersampilng = 16, 512 spp halt condition

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Dade
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Re: New Random/Sobol sampler progressive, cache-friendly and OoC modes

Post by Dade » Mon May 18, 2020 9:20 pm

Yes, it was discussed in another thread, we probably need an 2 halt conditions, one for eye and one for light samples otherwise you can have some problem when light tracing is enabled.
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