Env. Light Visibility Cache

Discussion related to the LuxCore functionality, implementations and API.
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Dade
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Re: Env. Light Visibility Cache

Post by Dade » Thu Aug 01, 2019 2:18 pm

Dade wrote:
Thu Aug 01, 2019 10:21 am
The material glossy roughness is under the threshold so the cache should not affect the rendering at all (!).
Ok, there was specific problem affecting constant infinite lights (sky and infinite lights were working fine).

This is before the bug fix (16 samples/pixel):

old.jpg

and this after the bug fix:

new.jpg

What surprised me, after the fix, is how useful can still be Env. Light Visibility Cache even on glossy-nearly-specular surfaces:

cache.jpg

So I'm probably going to remove the glossiness threshold parameter altogether. You can already achieve the same result by setting the value to 0.0.

Now I will go back checking the original test scene.
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lacilaci
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Re: Env. Light Visibility Cache

Post by lacilaci » Thu Aug 01, 2019 4:17 pm

That's a big improvement!

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Re: Env. Light Visibility Cache

Post by Sharlybg » Thu Aug 01, 2019 4:32 pm

lacilaci wrote:
Thu Aug 01, 2019 4:17 pm
That's a big improvement!
As Dade said that it was a constant infinite light problem only i wonder how Luxcore Compare to cycles with HDRi in your broken scene ?
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lacilaci
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Re: Env. Light Visibility Cache

Post by lacilaci » Thu Aug 01, 2019 4:52 pm

Sharlybg wrote:
Thu Aug 01, 2019 4:32 pm
lacilaci wrote:
Thu Aug 01, 2019 4:17 pm
That's a big improvement!
As Dade said that it was a constant infinite light problem only i wonder how Luxcore Compare to cycles with HDRi in your broken scene ?
If glossiness threshold is removed so that the glossy objects are included it should be fine... Won't have time to test though.

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lacilaci
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Re: Env. Light Visibility Cache

Post by lacilaci » Fri Aug 02, 2019 6:32 am

Hm..

I'm getting way better performance with the constantlight fix, but there are still issues...

So I'm testing out my interior scene with env.visibility cache and I'm constantly running out of VRam (8gb rtx2070).

Mostly when I get close to some objects, then I move camera a bit and it works again. Sometimes I even run out of vram even lowering down map width.

I also still see some artifacts here and there that don't clear up!
arti.jpg

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FarbigeWelt
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Re: Env. Light Visibility Cache

Post by FarbigeWelt » Fri Aug 02, 2019 8:10 am

lacilaci wrote:
Fri Aug 02, 2019 6:32 am
Hm..

I also still see some artifacts here and there that don't clear up!
arti.jpg
There is also much bright noise on second level of the walls of the cupboard. Is this not exactly the case Dade‘s latest fix should solve?
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lacilaci
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Re: Env. Light Visibility Cache

Post by lacilaci » Fri Aug 02, 2019 8:33 am

FarbigeWelt wrote:
Fri Aug 02, 2019 8:10 am
lacilaci wrote:
Fri Aug 02, 2019 6:32 am
Hm..

I also still see some artifacts here and there that don't clear up!
arti.jpg
There is also much bright noise on second level of the walls of the cupboard. Is this not exactly the case Dade‘s latest fix should solve?
I'm not sure where that noise comes from, there is also some noise in other parts of the scene. But I haven't changed yet the glossiness threshold value so my glossy objects aren't benefiting from env.cache yet... I guess that's where the noise comes from.

It would be perfect if we could get even noise distribution, which is more or less case with other renderers. These occasional fireflies and noisy objects etc bring overall performance down since you have to give them time to clean up and it can also affect denoiser if you don't.

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Dade
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Re: Env. Light Visibility Cache

Post by Dade » Fri Aug 02, 2019 10:07 am

lacilaci wrote:
Fri Aug 02, 2019 6:32 am
So I'm testing out my interior scene with env.visibility cache and I'm constantly running out of VRam (8gb rtx2070).

Mostly when I get close to some objects, then I move camera a bit and it works again. Sometimes I even run out of vram even lowering down map width.
This sounds strange and like a problem with automatic best radius evaluation (like with border rendering). Can you post a test scene ?

P.S. if it is that the problem, as workaround, you can set the radius by hand.
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Dade
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Re: Env. Light Visibility Cache

Post by Dade » Fri Aug 02, 2019 10:32 am

I removed the ".visibilitymapcache.visibility.glossinessusagethreshold" parameter.
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Dade
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Re: Env. Light Visibility Cache

Post by Dade » Fri Aug 02, 2019 11:11 am

Removed the support for single map env. visibility (the old visibility code).
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