CGI tech news box

General computer graphic news and papers.
Post Reply
jgrover110
Posts: 47
Joined: Tue Apr 17, 2018 1:07 pm

Re: CGI tech news box

Post by jgrover110 »

Is it possible to implement "Automatic Parameter Control for Metropolis Light Transport"?
https://users.cg.tuwien.ac.at/zsolnai/w ... tro_eg.pdf

(moved from BlendLuxCore development. - BYOB)
User avatar
Sharlybg
Donor
Donor
Posts: 3101
Joined: Mon Dec 04, 2017 10:11 pm
Location: Ivory Coast

Re: CGI tech news box

Post by Sharlybg »

Here i post some nice feature in fstorm that could give really good inspiration ! https://fstormrender.ru/fstorm-1-2-5/

.really like the scratch procedural texture
Scratches.jpg
.and texture compression feature
TextureCompressionOff1.jpg
TextureCompressionOn1.jpg
Support LuxCoreRender project with salts and bounties

Portfolio : https://www.behance.net/DRAVIA
User avatar
lacilaci
Donor
Donor
Posts: 1969
Joined: Fri May 04, 2018 5:16 am

Re: CGI tech news box

Post by lacilaci »

Sharlybg wrote: Wed Sep 05, 2018 11:38 am Here i post some nice feature in fstorm that could give really good inspiration ! https://fstormrender.ru/fstorm-1-2-5/

.really like the scratch procedural texture

Scratches.jpg

.and texture compression feature

TextureCompressionOff1.jpg


TextureCompressionOn1.jpg
Nice stuff, but also geopattern and light include/exclude features are great. And geometry elements and dirt texture too :D
User avatar
lacilaci
Donor
Donor
Posts: 1969
Joined: Fri May 04, 2018 5:16 am

Re: CGI tech news box

Post by lacilaci »

just a sample of what the geopattern could be used for.
It kinda reminds me of tissue addon for blender but much more optimized and generated at rendertime...
patrickawalz
Supporting Users
Posts: 35
Joined: Tue Dec 05, 2017 1:45 pm

Re: CGI tech news box

Post by patrickawalz »

User avatar
Dade
Developer
Developer
Posts: 5672
Joined: Mon Dec 04, 2017 8:36 pm
Location: Italy

Re: CGI tech news box

Post by Dade »

patrickawalz wrote: Wed Sep 12, 2018 6:43 pm a simple fluorescent bbrrdf
The same "trick" used in LuxCore for rendering glass dispersion could probably be used here too :idea:
Support LuxCoreRender project with salts and bounties
kintuX
Posts: 809
Joined: Wed Jan 10, 2018 2:37 am

Re: CGI tech news box

Post by kintuX »

Another engine getting multiple scattering GGX is IFX Clarisse v4
"... it doesn't affect render time..." :o

(click on image to go to YouTube video)
Image
kintuX
Posts: 809
Joined: Wed Jan 10, 2018 2:37 am

Re: CGI tech news box

Post by kintuX »

Selective guided sampling with complete light transport paths
Florian Simon, Alisa Jung, Johannes Hanika, and Carsten Dachsbacher.
Transactions on Graphics (Proceedings of SIGGRAPH Asia), 37(6), December 2018.
[pdf - add - video]
patrickawalz
Supporting Users
Posts: 35
Joined: Tue Dec 05, 2017 1:45 pm

Re: CGI tech news box

Post by patrickawalz »

kintuX wrote: Mon Sep 24, 2018 9:47 pm Another engine getting multiple scattering GGX is IFX Clarisse v4
"... it doesn't affect render time..." :o

(click on image to go to YouTube video)
Image
I'm fairly certain this is using the multiple scattering ggx paper that we will be implementing at some point in the very near future. I do think the comment he made about it being free it's a little bit of a "stretch" tho, as they are using one or more interior bounces to achieve multiple scattering, so it does add a little time to bsdf calculations
User avatar
Sharlybg
Donor
Donor
Posts: 3101
Joined: Mon Dec 04, 2017 10:11 pm
Location: Ivory Coast

Re: CGI tech news box

Post by Sharlybg »

Interesting paper about direct light here :

https://eheitzresearch.wordpress.com/705-2/
Support LuxCoreRender project with salts and bounties

Portfolio : https://www.behance.net/DRAVIA
Post Reply