Direct Light Sampling Cache (aka Light cache part I)

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

Post by FarbigeWelt » Mon Nov 19, 2018 9:18 pm

Okay, I agree, it is still not perfect but it is an improvement.
Regular Spectrum, CPU Path, DLSC, point lamp, Arch. Glass, 1.5 HD, 500 Samples, r0.1, norm angle 0.1.jpg
Regular Spectrum, CPU Path, DLSC, point lamp, Arch. Glass, 1.5 HD, 500 Samples, r0.1, norm angle 0.1
Regular Spectrum, CPU Path, DLSC, point lamp, Settings.jpg
Regular Spectrum, CPU Path, DLSC, point lamp, Settings
Regular Spectrum, CPU Path, DLSC, point lamp, Statistics.jpg
Regular Spectrum, CPU Path, DLSC, point lamp, Statistics
If there only were the option of irregular spectrum input for point lamps..
(I have the feeling this option would add some tasty extra, especially for interior space images.)
160.8 | 42.8 (10.7) Gfp / Windows 10 Pro, intel i7 4770K@3.5, 32 GB | AMD R9 290x+R9 390x, 4 GB
17.3 | 19.0 ( 4.7) Gfp / macOS X 13.6, iMac 27'', 2010, intel i7 870@2.93, 24 GB | ATI Radeon HD 5750, 1 GB
#luxcorerender | Gfp = SFFT Gflops

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

Post by lacilaci » Mon Nov 26, 2018 7:08 pm

ok, time to be annoying again. How's the gi caching coming?

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