For comparison, this is a normal hybrid rendering:
Well, it isn't bad when compared with the starting point.
Path Space Regularization (aka the solution to SDS paths)
Re: Path Space Regularization (aka the solution to SDS paths)
IT look to gorgeous to be real ! well done. Time to go to the pool.
Please where do you leave ?
Please where do you leave ?
Re: Path Space Regularization (aka the solution to SDS paths)
Also, Dade in case you haven't noticed:
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Re: Path Space Regularization (aka the solution to SDS paths)
Dade wrote: ↑Thu Aug 29, 2019 6:21 pmIt will run on CPU in our case because the light tracing is done there in our Hybrid Back/Forward path tracing but it isn't a big deal because the CPU will really handle only caustics and SDS paths and nothing else.epilectrolytics wrote: ↑Thu Aug 29, 2019 4:22 pm In the paper they mention it runs on GPU, Iooks like it will also be a fast solution
Maybe it should better run on GPU as was mentioned in the paper, in a scene with a pool a significant part of the image will need fast SDS solving.
When there is also a noise problem, we need to ensure that OIDN can deal with that (albedo pass including specular surfaces).
Re: Path Space Regularization (aka the solution to SDS paths)
how does it work with clamping? Can we use low clamping values for pathtracer and this lighttracing+ will still use unclamped values? Or this cannot be disconnected from clamping?
Re: Path Space Regularization (aka the solution to SDS paths)
It is about a 2000 samples/pixel rendering done on the CPU with 50% of eye paths and 50% light paths (so there are about 1000 light trace samples).
My main concern at the moment it is about the initial blur, it doesn't seem to disappear over time but it should (and may be a bug).
Re: Path Space Regularization (aka the solution to SDS paths)
I should have fixed this problem.
Re: Path Space Regularization (aka the solution to SDS paths)
It works like clamping with hybrid rendering or BiDir. So it should be disconnected from clamping (and there start to be very little, if no source at all, of fireflies, if you use the full "arsenal" of features).
Re: Path Space Regularization (aka the solution to SDS paths)
Didn't notice this part. hope it can be solved with more development.It is good but a bit too blurred/noised/slow to render SDS paths.