Search found 1902 matches

by Dade
Thu May 23, 2019 5:40 pm
Forum: Development
Topic: Env. Light Visibility Cache
Replies: 16
Views: 311

Re: Env. Light Visibility Cache

Yeah I actually wonder, could this help sampling heavy meshlights? Not this specific cache but the guided generic extension aiming for any kind of light source, it would. However it must be clear that it is pretty much "Path+GPU+PhotonGI" Vs "BiDir+CPU+Guided sampling" (i.e. guided sampling make mo...
by Dade
Thu May 23, 2019 5:35 pm
Forum: User Support
Topic: Analog film simulation file format
Replies: 9
Views: 153

Re: Analog film simulation file format

Fox wrote:
Thu May 23, 2019 11:52 am
The crf has 1024 values, but cube that i looked had 32768 values.
CRF can have any amount of values, you have only to have the same number of in and out values, it is the only constrain.
by Dade
Wed May 22, 2019 2:19 pm
Forum: User Support
Topic: Analog film simulation file format
Replies: 9
Views: 153

Re: Analog film simulation file format

A database of 201 response curves can be downloaded from http://www.cs.columbia.edu/CAVE//software/softlib/dorf.php (the direct link to the file is http://www.cs.columbia.edu/CAVE//software/dorf/response/dorfCurves.zip) It is a single text file with all 201 response curves. LuxCore will read the fir...
by Dade
Tue May 21, 2019 5:55 pm
Forum: General Discussion
Topic: Strange behavior during the rendering on the video card.
Replies: 2
Views: 670

Re: Strange behavior during the rendering on the video card.

Windows has a quite bad threads schedular, as first step I would try to disable hybrid rendering (i.e. CPU+GPU) and to use only the GPU/OpenCL (this will leave the CPU free for other tasks and its contribution to rendering is often small anyway). The different behavior across different renderings ma...
by Dade
Tue May 21, 2019 10:34 am
Forum: Development
Topic: Env. Light Visibility Cache
Replies: 16
Views: 311

Re: Env. Light Visibility Cache

The code is currently on the "envmap_cache" branch (https://github.com/LuxCoreRender/LuxCore/tree/envmap_cache) so it is not part of the daily build. I have still to write several parts to be able to render any scene, support OpenCL, etc. I will merge the branch when the CPU code is done so it can b...
by Dade
Tue May 21, 2019 10:28 am
Forum: User Support
Topic: Analog film simulation file format
Replies: 9
Views: 153

Re: Analog film simulation file format

May I ask, .crf is what? I've asked google and received very confusing result. There is a list of predefined camera responses (https://github.com/LuxCoreRender/LuxCore/blob/95d85566d9adc87fa4ea367cd7530f0a25e64d1d/src/slg/film/imagepipeline/plugins/cameraresponse.cpp#L429) and you need to use the n...
by Dade
Mon May 20, 2019 7:30 pm
Forum: Development
Topic: Env. Light Visibility Cache
Replies: 16
Views: 311

Re: Env. Light Visibility Cache

The data collected by tracing photons are a gold mine: at the moment I'm in doubt between a new version of visibility map for infinite lights or guided brute force path tracing (when current stuff is done). Is "guided brute force path tracing" still considered for development later? This method is ...
by Dade
Mon May 20, 2019 7:28 pm
Forum: Development
Topic: Env. Light Visibility Cache
Replies: 16
Views: 311

Re: Env. Light Visibility Cache

2. How bad is the memory footprint? Does it increase with scene complexity? It was my main concern at the start however I haven't seen a noticeable increase of memory usage in this scene (it has about 1300 cache entries). The complexity of the scene will increase the amount of cache entries require...
by Dade
Mon May 20, 2019 2:42 pm
Forum: Development
Topic: Env. Light Visibility Cache
Replies: 16
Views: 311

Env. Light Visibility Cache

I'm working on a new version of the "Visibility driven sampling of env. light sources (aka portals without portals)" (https://forums.luxcorerender.org/viewtopic.php?f=5&t=93). The original version was using a single visibility map for all the scene. The new version instead uses many visibility maps,...