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Low discrepancy triangle light sampling

Posted: Wed Oct 09, 2019 2:10 pm
by alpistinho
I have implemented a new technique for sampling triangles that should provide better results on them.

This is based (copied) in https://pharr.org/matt/blog/2019/02/27/ ... ing-1.html

The improvement should be most visible in scenes dominated by direct light.

Please give it a spin and keep a close eye for any issues ;)

At 4 samples/pixel:

before:
RGB_IMAGEPIPELINE_16spp_current_2.png
after:
RGB_IMAGEPIPELINE_16spp_new_2.png
At 16 samples/pixel:

before:
RGB_IMAGEPIPELINE_16spp_current_3.png
after:
RGB_IMAGEPIPELINE_16spp_new_3.png

Re: Low discrepancy triangle light sampling

Posted: Thu Oct 10, 2019 1:43 am
by happyboy
alpistinho wrote: Wed Oct 09, 2019 2:10 pm Please give it a spin and keep a close eye for any issues ;)
The improvement is obvious! Thanks!

Re: Low discrepancy triangle light sampling

Posted: Thu Oct 10, 2019 9:11 am
by Sharlybg
This is going to make product viz a lot faster. Thanks.

Re: Low discrepancy triangle light sampling

Posted: Thu Oct 10, 2019 11:28 am
by epilectrolytics
Thanks for this very welcome improvement!

Re: Low discrepancy triangle light sampling

Posted: Fri Oct 11, 2019 7:05 pm
by Sharlybg
It is activated by default or something special is needed in blendluxcore for that one ?

Re: Low discrepancy triangle light sampling

Posted: Fri Oct 11, 2019 7:26 pm
by alpistinho
Sharlybg wrote: Fri Oct 11, 2019 7:05 pm It is activated by default or something special is needed in blendluxcore for that one ?
It replaces the old code, so nothing is needed.

I don't think the difference is that big outside a few specific cases, so you might not be able to promptly see the difference.