Feature request: Micropolygon Displacement (Micropolis)

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Odilkhan Yakubov
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Feature request: Micropolygon Displacement (Micropolis)

Post by Odilkhan Yakubov »

Hi there. I don't know exact if you know or don't know or this is in TODO list, but anyway I would like to post the paper itself and video promotion too. The stuff founded on the internet.

Here the paper by semanthicscolar:
https://pdfs.semanticscholar.org/b87b/9 ... bc4cdd.pdf

Code on Github:
https://github.com/ginkgo/micropolis

And here the video on Youtube:
https://www.youtube.com/watch?v=09ozb1ttgmA
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B.Y.O.B.
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Re: Feature request: Micropolygon Displacement (Micropolis)

Post by B.Y.O.B. »

This describes a REYES-style rasterizer (very different philosophy compared to LuxCore).
Also, did you have a look at the "limitations" section in the github readme?
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Odilkhan Yakubov
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Re: Feature request: Micropolygon Displacement (Micropolis)

Post by Odilkhan Yakubov »

B.Y.O.B. wrote: Wed Jul 10, 2019 2:38 pm This describes a REYES-style rasterizer (very different philosophy compared to LuxCore).
Also, did you have a look at the "limitations" section in the github readme?
Oops, i didnt look up to Limitations section :)
By the way, is it possible to add the code from Cycles render's Micropoly Adaptive Disp?
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Re: Feature request: Micropolygon Displacement (Micropolis)

Post by B.Y.O.B. »

Does Cycles have microdisplacement? (no RAM cost)
I thought it only has regular adaptive displacement?
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Odilkhan Yakubov
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Re: Feature request: Micropolygon Displacement (Micropolis)

Post by Odilkhan Yakubov »

B.Y.O.B. wrote: Wed Jul 10, 2019 3:16 pm Does Cycles have microdisplacement? (no RAM cost)
I thought it only has regular adaptive displacement?
I mean this:
https://www.creativeshrimp.com/micropol ... ial-1.html
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Re: Feature request: Micropolygon Displacement (Micropolis)

Post by B.Y.O.B. »

I have read this:
https://docs.blender.org/manual/es/dev/ ... ement.html
The most accurate and memory intensive displacement method is to apply true displacement to the mesh surface.

It requires the mesh to be finely subdivided, which can be memory intensive. Adaptive Subdivision is the best way to subdivide the mesh, so that exactly the right amount of subdivision is used depending on the distance of the object to the camera.
And this:
https://docs.blender.org/manual/es/dev/ ... bsurf.html

It looks to me like that is regular adaptive subdivision + displacement.
My confusion comes from the fact that in the old LuxRender, we called "microdisplacement" the kind of subdivision+displacement that did not have a memory cost (because it was performed ad-hoc for each ray). However, I am not sure who is using this terminology wrong here (Cycles or Lux). It seems like a rather vague term anyway.

Anyway, displacement was mentioned in the v2.3 wishlist thread. But you can make a post there requesting adaptive subdivision as well: viewtopic.php?f=5&t=1080
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Odilkhan Yakubov
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Location: Tashkent, Uzbekistan

Re: Feature request: Micropolygon Displacement (Micropolis)

Post by Odilkhan Yakubov »

B.Y.O.B. wrote: Wed Jul 10, 2019 3:59 pm I have read this:
https://docs.blender.org/manual/es/dev/ ... ement.html
The most accurate and memory intensive displacement method is to apply true displacement to the mesh surface.

It requires the mesh to be finely subdivided, which can be memory intensive. Adaptive Subdivision is the best way to subdivide the mesh, so that exactly the right amount of subdivision is used depending on the distance of the object to the camera.
And this:
https://docs.blender.org/manual/es/dev/ ... bsurf.html

It looks to me like that is regular adaptive subdivision + displacement.
My confusion comes from the fact that in the old LuxRender, we called "microdisplacement" the kind of subdivision+displacement that did not have a memory cost (because it was performed ad-hoc for each ray). However, I am not sure who is using this terminology wrong here (Cycles or Lux). It seems like a rather vague term anyway.

Anyway, displacement was mentioned in the v2.3 wishlist thread. But you can make a post there requesting adaptive subdivision as well: viewtopic.php?f=5&t=1080
Anyway, i don't know how is named exact, but it is really useful feature for the engine.
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Odilkhan Yakubov
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Re: Feature request: Micropolygon Displacement (Micropolis)

Post by Odilkhan Yakubov »

As I tested that Microdusplacement aka Adaptive Subdovision in Cycles it has memory consumption. Exactly, it tesselation every subdivided object. I dont understand why it does do that moreover if i just subdived object manually with using Subdivision modifier?
Is it possible using like if i use 2048mb of RAM when use just subdiv not adaptive and when i use adaptive it takes just half of that memory? Is it possible? Cuz if no so that adaptive feature just for HiEnd pcs :roll:
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