Direct Light Sampling Cache (aka Light cache part I)
Posted: Sun Jun 10, 2018 4:28 pm
Introduction
Direct Light Sampling Cache is intended to accelerate a specific type of scenes where:
1) many light sources are present;
2) light sources affect a limited part of the scene;
like a city with many lamps or a room with many small spot light sources.
Properties
The list of properties, with their default value, for DLSC in a .cfg are:
The only parameter you have to adapt for the scene is the "lightstrategy.entry.radius", it is the cache entry area of validity ad it is expressed in real word unit. So 0.15 means a 15 cm radius if you are rendering with 1m units.
All other parameters should be useful only to handle very specific cases and the default value should work fine for most scenes.
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Original post
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I'm working on the support for Direct Light Sampling Cache (aka Light cache part I or DLSC).
This result shows as little white spheres where the cache entries are placed:
Quite funny, so many little spheres
Direct Light Sampling Cache is intended to accelerate a specific type of scenes where:
1) many light sources are present;
2) light sources affect a limited part of the scene;
like a city with many lamps or a room with many small spot light sources.
Properties
The list of properties, with their default value, for DLSC in a .cfg are:
Code: Select all
lightstrategy.type = DLS_CACHE
lightstrategy.entry.radius = 0.15
lightstrategy.entry.normalangle = 10.0
lightstrategy.entry.maxpasses = 1024
# 0.01 = 1%
lightstrategy.entry.convergencethreshold = 0.01
lightstrategy.entry.volumes.enable = 0
# 0.01 = 1%
lightstrategy.lightthreshold = 0.01
lightstrategy.targetcachehitratio = 0.995
lightstrategy.maxdepth = 4
lightstrategy.maxsamplescount = 10000000;
All other parameters should be useful only to handle very specific cases and the default value should work fine for most scenes.
===============================================================================
Original post
===============================================================================
I'm working on the support for Direct Light Sampling Cache (aka Light cache part I or DLSC).
This result shows as little white spheres where the cache entries are placed:
Quite funny, so many little spheres