Direct Light Sampling Cache (aka Light cache part I)

Discussion related to the Engine functionality, implementations and API.
lacilaci
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Re: Direct Light Sampling Cache (aka Light cache part I)

Post by lacilaci » Fri Oct 05, 2018 3:32 pm

Time to be annoying again...
So, when can we expect some first version of Light cache part II? :D

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Sharlybg
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Re: Direct Light Sampling Cache (aka Light cache part I)

Post by Sharlybg » Fri Oct 05, 2018 3:44 pm

lacilaci wrote:
Fri Oct 05, 2018 3:32 pm
Time to be annoying again...
So, when can we expect some first version of Light cache part II? :D
Also Probably after more serious test done under DLCS so we don't burn steps .Or if another Devs come start to work on it on a separate branch. :D
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FarbigeWelt
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Re: Direct Light Sampling Cache (aka Light cache part I)

Post by FarbigeWelt » Fri Oct 12, 2018 8:09 pm

Dade wrote:
Sun Jun 10, 2018 4:28 pm
Introduction

The only parameter you have to adapt for the scene is the "lightstrategy.entry.radius", it is the cache entry area of validity ad it is expressed in real word unit. So 0.15 means a 15 cm radius if you are rendering with 1m units.

All other parameters should be useful only to handle very specific cases and the default value should work fine for most scenes.
Well, it seems Depth is a useful parameter in a usual scene like this scetch of a bathroom. (I required asimpler scene than the actual scene to get faster results, looking for appropriate parameters.)
Comparison non DLC with DLC different depth.jpg
Comparison non DLC with DLC different depth
But even with Depth=12 there are some DLC artifacts. Maybe I should check with default Radius if artefact disappears.

EDIT
DLC Test, GPU, CPU Path and CPU BiDr.jpg
DLC Test, GPU, CPU Path and CPU BiDr
This time with Radius=0.15 and Depth=4. All other possibly indentical setting are identical for the mentioned render devices and engines.
  • GPU Path shows DLC artefact but CPU Path and CPU BiDir does not show artefact with the same settings.
    With CPU BiDirED bar above the mirror is brighter than the two bars in the shower .
    Ceiling spot lamp's Glossy spot at the wall is not visible with CPU BiDir but is visible with Path render.
    Green light of LED bar (white point lamps, irregular data color input for glass' transparancy) is not visible with GPU path and only slightly visible with CPU Path but is overall visible with CPU BiDir.
  • Why is there no DLC artifact with CPU Path?
    Why is LED bar white for GPU path?
    And why is ceiling spot lamp's cone barely visible with CPU BiDir?
    Why does the scene not appear green with Path?
Test DLC.zip
Test DLC
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