PhotonGI cache

Discussion related to the LuxCore functionality, implementations and API.
User avatar
lacilaci
Donor
Donor
Posts: 1969
Joined: Fri May 04, 2018 5:16 am

Re: PhotonGI cache

Post by lacilaci »

Numbers look good. Like I said before, this is gonna be few minutes per render on moderate hw and cheap animations on farms if the cache can be reliable. Can't wait to test.
User avatar
Dade
Developer
Developer
Posts: 5672
Joined: Mon Dec 04, 2017 8:36 pm
Location: Italy

Re: PhotonGI cache

Post by Dade »

Pushed the patch. My 2xGPUs:

gpus.jpg

My CPU runs at 2.0M samples/secs.

It is fast Image
Support LuxCoreRender project with salts and bounties
User avatar
Sharlybg
Donor
Donor
Posts: 3101
Joined: Mon Dec 04, 2017 10:11 pm
Location: Ivory Coast

Re: PhotonGI cache

Post by Sharlybg »

Woawou sooo clean sooo fast :shock: .
Can't imagine it on a Dual Vega or Dual 2080Ti. Pure Beast :twisted: .

Well done Dade.
Support LuxCoreRender project with salts and bounties

Portfolio : https://www.behance.net/DRAVIA
User avatar
FarbigeWelt
Donor
Donor
Posts: 1046
Joined: Sun Jul 01, 2018 12:07 pm
Location: Switzerland
Contact:

Re: PhotonGI cache

Post by FarbigeWelt »

Dade wrote: Sat Feb 16, 2019 4:35 pm Pushed the patch.
It is fast
There are rumors about the headlines.

Daily Graphics: Hyper Dade deveoped Super LuxCoreRender.

Jerry’s Code Shop: Watch out now and fasten your seatbelts. There is the LuxCoreRender photonstorm ahead!
Light and Word designing Creator - www.farbigewelt.ch - aka quantenkristall || #luxcorerender
MacBook Air with M1
Racleborg
Posts: 621
Joined: Sat Apr 07, 2018 10:31 am
Location: UK

Re: PhotonGI cache

Post by Racleborg »

Daily Graphics: Hyper Dade deveoped Super LuxCoreRender.
8-) 8-)
zuljin3d
Posts: 76
Joined: Sun Apr 08, 2018 12:13 pm
Location: Moscow

Re: PhotonGI cache

Post by zuljin3d »

2 min 720p gtx960
Attachments
opencl
opencl
+PGI
+PGI
Actualy sorry for my google translate english :)
marcatore
Donor
Donor
Posts: 463
Joined: Wed Jan 10, 2018 8:04 am

Re: PhotonGI cache

Post by marcatore »

ohohho.... now we should wait BYOB for using GPU with PGI on Blender...is it right?
User avatar
B.Y.O.B.
Developer
Developer
Posts: 4146
Joined: Mon Dec 04, 2017 10:08 pm
Location: Germany
Contact:

Re: PhotonGI cache

Post by B.Y.O.B. »

marcatore wrote: Sat Feb 16, 2019 9:42 pm ohohho.... now we should wait BYOB for using GPU with PGI on Blender...is it right?
No, there are no changes in BlendLuxCore required to run it on the GPU.

edit: I have exposed the normalangle parameter.
User avatar
lacilaci
Donor
Donor
Posts: 1969
Joined: Fri May 04, 2018 5:16 am

Re: PhotonGI cache

Post by lacilaci »

Ok, so higher usage threshold will definitely make fireflies a lot larger but also lot weaker and somewhat smeared. On other hand, in large space a high usage threshold and enough photons might still precalc fast, render fast and look clean.

I think it's still going to be a problem, they're going to creep in and might be a big issue in animation where they will cause flickering.
On other hand, this is probably one of the fastest renderer out there and giving best results out of the box.

I personally would say that if you make all materials work with pgi, then it would be good time for first official release. Hopefuly bringing some fresh eyes to the issue. But those fireflies deserve one more attempt at solving them, so that nobody can complain about it.

I didn't have too much time for testing, but here's a 7minute rendering(+9sec OIDN) on gtx1060 in 4K
7minOCLpgiOIDN.jpg
It also seems the more a scene part relies on GI cache, the more promiment the leaking is.
moreleaks.jpg
Could it be, that sun and sky are simply too hard for cache to sample properly?
epilectrolytics
Donor
Donor
Posts: 790
Joined: Thu Oct 04, 2018 6:06 am

Re: PhotonGI cache

Post by epilectrolytics »

Dade wrote: Sat Feb 16, 2019 3:17 pm Mmmmm, this thing is going to be quite fast on GPUs, check the samples/sec
Whoa, now this looks very promising, great work!

I didn't expect this to come so soon and started some (non-PGI) animations over the weekend so I won't be testing it right now.
B.Y.O.B. wrote: Sat Feb 16, 2019 10:27 pm edit: I have exposed the normalangle parameter.
Thanks, much appreciated!
lacilaci wrote: Sun Feb 17, 2019 6:43 am I think it's still going to be a problem, they're going to creep in and might be a big issue in animation where they will cause flickering.
Not when animating with the same cache.
Of course that would require to save and load caches, maybe merge different versions or do visibility sampling along camera path.
Camera animation should be no problem then.
When there is heavy action in the scene that's a different matter though.

Re splotches: I'm still wondering if photon variance clamping could help with that?
But then this would only fix the bright splotches and not those in dark corners...
Post Reply