CGI tech news box

General project and community related discussions and offtopic threads.
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Dade
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Re: CGI tech news box

Post by Dade » Sat Aug 03, 2019 3:40 pm

lacilaci wrote:
Sat Aug 03, 2019 5:43 am
cycles has this under review atm:
https://developer.blender.org/D5399
I will do it tomorrow (anyway, it is not only for bump mapping).

P.S. the problem is a bit more complex than in Cycles because it goes only from eye to light while we go in both directions.
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lacilaci
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Re: CGI tech news box

Post by lacilaci » Sat Aug 03, 2019 4:29 pm

Dade wrote:
Sat Aug 03, 2019 3:40 pm
lacilaci wrote:
Sat Aug 03, 2019 5:43 am
cycles has this under review atm:
https://developer.blender.org/D5399
I will do it tomorrow (anyway, it is not only for bump mapping).

P.S. the problem is a bit more complex than in Cycles because it goes only from eye to light while we go in both directions.
Ah, fantastic. So this is going to be part of 2.2 release.

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SIGGRAPH 2019 Course

Post by kintuX » Sat Aug 10, 2019 10:13 pm

My favorite Samples
Organizer:
Alexander Keller, NVIDIA

Abstract:
- My favorite Samples

Presentations:
- My favorite Samples (Alexander Keller, NVIDIA)
- Progressive Multi-Jittered Sequences (Per Christensen, Pixar), code for funcsamp2D on github
- Warp and Effect (Matt Pharr, NVIDIA)
- Low-Discrepancy Blue Noise Sampling (Abdalla Ahmed, King Abdulla University of Science and Technology), see Abdalla's video recording
- On Multiple Virtues of Blue Noise Sampling (Victor Ostromoukhov, Université Claude Bernard Lyon 1)
- Blue-Noise Dithered Sampling (Iliyan Georgiev, Autodesk)
Last edited by kintuX on Sat Aug 10, 2019 10:29 pm, edited 1 time in total.

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Siggraph Studio 2019 Workshop

Post by kintuX » Sat Aug 10, 2019 10:26 pm


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Dade
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Re: CGI tech news box

Post by Dade » Sun Aug 11, 2019 10:54 am

This is, hand down, the best stuff out of SIGGRAPH 2019: "Path Guiding in Production" (https://jo.dreggn.org/path-tracing-in-p ... index.html)
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lacilaci
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Re: CGI tech news box

Post by lacilaci » Sun Aug 11, 2019 12:05 pm

Dade wrote:
Sun Aug 11, 2019 10:54 am
This is, hand down, the best stuff out of SIGGRAPH 2019: "Path Guiding in Production" (https://jo.dreggn.org/path-tracing-in-p ... index.html)
I'd love to see some pathguiding voodoo in luxcore even if it was cpu only. With todays cpu threadcounts we can afford some threads to do lighttracing and rest doing pathtracing + all the caches can boost performance a LOT.

I would really have no issue having to render something even on cpu with luxcore as env.visibility cache and photongi do have give a great performance boost.

The bigger problem for luxcore (for my purposes) remains lack of features (which I talked a lot about and they're all on github already)

But it is really exciting watching this renderer becoming very attractive for many purposes (why don't we have a ❤️ in smilies?)

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Re: CGI tech news box

Post by Sharlybg » Sun Aug 11, 2019 12:17 pm

Dade wrote:
Sun Aug 11, 2019 10:54 am
This is, hand down, the best stuff out of SIGGRAPH 2019: "Path Guiding in Production" (https://jo.dreggn.org/path-tracing-in-p ... index.html)
But i just always wonder why people give all that super complexe detailed paper for free. Considering they will be at the disposal of the competition.
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Re: CGI tech news box

Post by kintuX » Sun Aug 11, 2019 7:33 pm

Dade wrote:
Sun Aug 11, 2019 10:54 am
This is, hand down, the best stuff out of SIGGRAPH 2019: "Path Guiding in Production" (https://jo.dreggn.org/path-tracing-in-p ... index.html)
True. Following since 2017 :mrgreen:
My path with tracing started in 2005 with Maxwell, Fry, Indigo and Lux (in constant flux). ;) Which all took an awful lot of time to render clean VS Vray. But then with multi-core CPUs, GPUs & finally Corona, things just got quick and simple to handle. Reading about how and what each one does feels like watching sports. I'm simply fascinated by these 'intellectual gymnastics'. 8-)


Sharlybg wrote:
Sun Aug 11, 2019 12:17 pm
But i just always wonder why people give all that super complexe detailed paper for free. Considering they will be at the disposal of the competition.
I believe, it's in the human spirit of reaching the higher ground (officially, the academics).
With open competition we all grow, evolve and finally everyone wins fair & square :)

When you go into details you soon realize it ain't as easy as it looks. It's huge intellectual endeavor, takes a lot of time, patience, discipline, mental strength to comprehend, envision, to first construct, "project" idea in mind, do the prognosis and then stay focused, concentrated on work to achieve the final goal -- Get constantly stable & efficient results simply by touching and swiping on screen of a "tablet". Magic!

From my experience it's whole lot easier to prepare for and run the marathon. ;)
Last edited by kintuX on Sun Aug 11, 2019 7:42 pm, edited 3 times in total.

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Hyperion Publications (Disney's Render Engine)

Post by kintuX » Sun Aug 11, 2019 7:35 pm

Here, here... :D
One amazing aspect of working at Walt Disney Animation Studios is the huge amount of support and encouragement we get from our managers and the wider studio for publishing and sharing our work with the wider academic world and industry. As part of this sharing, the Hyperion team has had the opportunity to publish a number of papers over the years detailing various interesting techniques used in the renderer.
https://blog.yiningkarlli.com/2019/07/h ... apers.html

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Re: CGI tech news box

Post by happyboy » Tue Aug 13, 2019 2:02 am

Dade wrote:
Sun Aug 11, 2019 10:54 am
This is, hand down, the best stuff out of SIGGRAPH 2019: "Path Guiding in Production" (https://jo.dreggn.org/path-tracing-in-p ... index.html)
I'm feeling the same. Last year I came across this course in siggraph 2018:
https://cgg.mff.cuni.cz/~jaroslav/paper ... arning.pdf

Then I became very interested. And recently I even saw a WIP pull request that tries to bring path guiding into appleseed:
https://github.com/appleseedhq/appleseed/pull/2656

Having the author's implementation based on a well-known codebase (Mitsuba) is great, and I'm really looking forward to see it implemented in LuxCore :)

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