Test scences GPU Path vs CPU BiDir

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FarbigeWelt
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A little Enigma

Post by FarbigeWelt » Wed Aug 15, 2018 8:27 pm

What do you think, how does the object of the scene looks like?
CPU BiDir GlossyTL.DS.AD1.0,1.0Abs0.1,0.5 250 Samples.jpg
CPU BiDir GlossyTL.DS.AD1.0,1.0Abs0.1,0.5 250 Samples
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wasd
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Re: A little Enigma

Post by wasd » Thu Aug 16, 2018 12:21 am

FarbigeWelt wrote:
Wed Aug 15, 2018 8:27 pm
What do you think, how does the object of the scene looks like?
CPU BiDir GlossyTL.DS.AD1.0,1.0Abs0.1,0.5 250 Samples.jpg
This one look like bunch of colourful and cheerful spots and streaks. Like, someone's having a party.
CPU Bidir + Metropolis | Log Power | Core i5-4570

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FarbigeWelt
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Material effect room

Post by FarbigeWelt » Thu Aug 16, 2018 6:24 pm

The Blender file is a collection of different materials. I'll add some of them in Material Preview's next version togehter with the scene.
Material Effect Room.zip
Material Effect Room
(206.33 KiB) Downloaded 8 times
Now, some impressions and comparisons of a few possible material settings. Not all of them make sense. The intention of most pictures is to show their parameter's effect.

Settings: CPU BiDir, 15 Samples, 1500x1000, adaptive=0.0, random sampler,uniform. Time varies from about one minute to several minutes (i74770K).
CPU BiDir Matte.jpg
Matte
CPU BiDir Metal.jpg
Metal
CPU BiDir Glossy Spec.jpg
Glossy Specular
CPU BiDir Glossy Rough.jpg
Glossy Rough
CPU BiDir MatteTL.jpg
Matte Translucent
CPU BiDir GlossyTL Abs.jpg
Glossy Translucent 1
CPU BiDir GlossyTL Diff Abs.jpg
Glossy Translucent 2
CPU BiDir GlossyTL Trans.jpg
Glossy Translucent 3
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Sharlybg
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Re: Test scences GPU Path vs CPU BiDir

Post by Sharlybg » Thu Aug 16, 2018 9:39 pm

This is a nice one. It make me remenber about femto photography video at TEDX on youtube.
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FarbigeWelt
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Re: Test scences GPU Path vs CPU BiDir

Post by FarbigeWelt » Fri Aug 17, 2018 5:45 am

Sharlybg wrote:
Thu Aug 16, 2018 9:39 pm
This is a nice one. It make me remenber about femto photography video at TEDX on youtube.
Thank you very much.
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FarbigeWelt
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Move around dispersive Glasses

Post by FarbigeWelt » Sun Aug 19, 2018 10:06 am

The short animation here:
https://youtu.be/7tHnC6GD91w

is based on the scene of this picture:
Glasses CPU BiDir 800 Samples 7 h 2400x2000.jpg
Glasses CPU BiDir 800 Samples 7 h 2400x2000
As you can imagine I had to set samples per frame to a low value of 20 samples to get the animation rendered over night.
I guess, this kind of visualisation is seldom used for professional work. For more serious work diffraction is missing. Diffraction effects should help with soap bubbles, oil films, metal surfaces, butterfly wings, demirrored glass surfaces used for monitors or glasses.

EDIT 1:
Same scene, GUP path, different materials: mixes between dispersive and rough glasses. As one can see, homogenous material is not scattering LASER beams, dispersion changes look of glasses but has not any effect on light passing through materials. The scene looks clear and sterile.

Big advantage is rendering speed. 200 samples in 20 s per frame. This speed is amazing (R290x 4GB, R390X 8GB).

There might be room to reduce total time per frame a few seconds if enough memory is available and if i.e. object count keeps constant during animation. Means to use the same approach as for view port renders.

https://youtu.be/XDBVyQRIuPY
In this animation only camera moves and changes its focal length.
GlassesPath0051.jpg
Glasses Path OpenCL 200 Samples 20 s 1000x1000.jpg
EDIT 2:
Exactly the same scene used for the picture above, different viewing angle, CPU BiDir (i7 4770K, 32 GB).
Some close look at reasonable BiDir depth settings for this scence. As you can see, eye path 3 leads to dark parts on the front surface because objects behind the object are invisible with eye path depth 3. Eye path depth 5 is already enough to get an acceptable image. With depth 10 the scene gets brighter, especially the parts in the back and the scattering homogenous volume.

Looking at required time eye depth 5 together with light path depth 5 are reasonable settings,
respecting purpose of the scene:
Show LASER beams in air, their reflection and dispersion depending on material mix ratio.
BiDir Glasses Depth Time Look.jpg
BiDir Glasses Depth Time Look
One little strange thing: texture 3D checkered shows different patch sizes although scale is set to uniform size 10. Room edges have a length of 2.5 m, this is about real world room height for rentals.

EDIT 3:
Finally, mix of dispersive and rough glass deliver expected mixes depending on amount of mix materials.
BiDir Glasses, dispersive mixed wth rough.jpg
BiDir Glasses, dispersive mixed with rough

What I still don't have an answer for: Why looks dispersive glass reddish?

Is this linked to dispersion value or refraction value or a combination of both?
Or is it related to the point of view (angle)?

The shorter the wave length the slower the light speed in a medium.
Light speed change leads to refraction index.
Refraction index depends on wave length resp. color (and temperature, resp. material density).

EDIT 4:
It is still reddish. But meanwile I know it is the scene setup with the lasers.
Glass Flint and Silica.jpg
Glass Flint and Silica
Dispersion in different Colors.jpg
Dispersion in different Colors
EDIT 5:
Influence of clamping is quite impressive.
Dispersions Clamped.jpg
Dispersions Clamped
Some adjustments for the room light, the tonemapper gain and the laser's power results in this picture.
Dispersion in White Clamp 2000 500 Samples.jpg
Dispersion in White Clamp 2000 500 Samples
EDIT 6:
Animated RGB, clamp 1000, 50 samples, laser gwe: 2,100,100 area 0.02
https://youtu.be/wDYMa8ONVQs
Last edited by FarbigeWelt on Mon Aug 20, 2018 7:03 pm, edited 1 time in total.
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FarbigeWelt
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Grass and Bushes

Post by FarbigeWelt » Mon Aug 20, 2018 9:17 am

7EDA9C04-5D7A-4FA6-87AC-C098B9D30EB5.jpeg
Natural looking Grass
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FarbigeWelt
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Cheated RainBow in an obvious Virtuality

Post by FarbigeWelt » Wed Aug 22, 2018 10:17 pm

Cheated RainBow.png
Cheated RainBow
Simply virtual.
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FarbigeWelt
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Possible in Virtuality only

Post by FarbigeWelt » Fri Aug 24, 2018 6:54 am

https://www.youtube.com/watch?v=ebzX8_JvW2A
In reality you cannot pass below a rainbow 😎
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kintuX
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Re: Possible in Virtuality only

Post by kintuX » Fri Aug 24, 2018 11:27 am

FarbigeWelt wrote:
Fri Aug 24, 2018 6:54 am
https://www.youtube.com/watch?v=ebzX8_JvW2A
In reality you cannot pass below a rainbow 😎
Yes, you can...
... it's just that you can't see it, while others on special spots & sacred places can see you passing through. You can also immerse yourself into.
I know of such spot, near and under the waterfall, within waterfall's mist, under right lighting conditions at the right time - observer/spectator is then at the start and at the end of the rainbow ;)
Had experienced it for real.
Made me feel at perfect moment, in perfect circle, as if in presence of the divine - magnificent & humble at the same time.

Forgive them, for they don't know what they do.

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