Direct Light Sampling Cache (aka Light cache part I)

Discussion related to the Engine functionality, implementations and API.
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Sharlybg
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Re: Direct Light Sampling Cache (aka Light cache part I)

Post by Sharlybg » Fri Jun 15, 2018 8:57 am

Ouuu!!!
Photorealism will remain the same?
Yes
In scenes with many light sources, this method should be vastly superior to the current generic light strategy.

This method is also unbiased.
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Sharlybg
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Re: Direct Light Sampling Cache (aka Light cache part I)

Post by Sharlybg » Fri Jun 15, 2018 10:57 am

In scenes with many light sources, this method should be vastly superior to the current generic light strategy.
So with LC1 we remove light strategy completely (no need to keep it) ?
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juancarlosgzrz
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Re: Direct Light Sampling Cache (aka Light cache part I)

Post by juancarlosgzrz » Sat Jun 16, 2018 12:51 am

appleseed uses a many light sammpling strategy, it works pretty nice.

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Dade
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Re: Direct Light Sampling Cache (aka Light cache part I)

Post by Dade » Wed Jun 20, 2018 10:37 am

This is the first rendering with DLSC enabled:

dlsc.jpg

It can do a huge difference with many local lights as expected but the results can be good also in some really simple scene. Disabled:

im2.jpg

Enabled:

im1.jpg

And as a bonus some nice "little spheres anywhere" debug rendering:

debug.jpg
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Dade
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Re: Direct Light Sampling Cache (aka Light cache part I)

Post by Dade » Wed Jun 20, 2018 10:49 am

Sharlybg wrote:
Fri Jun 15, 2018 10:57 am
In scenes with many light sources, this method should be vastly superior to the current generic light strategy.
So with LC1 we remove light strategy completely (no need to keep it) ?
DLSC is implemented like a new light strategy. It can be selected like any other strategy.
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Sharlybg
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Re: Direct Light Sampling Cache (aka Light cache part I)

Post by Sharlybg » Wed Jun 20, 2018 11:56 am

you're reaching striking result. I estimate a jump 8X or 12X (woawou :shock: ).
DLSC is implemented like a new light strategy. It can be selected like any other strategy.
Is there any reason to keep the older light strategy ? Or do you think there are some lighting scenario where older light strategy could perform better ?
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B.Y.O.B.
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Re: Direct Light Sampling Cache (aka Light cache part I)

Post by B.Y.O.B. » Wed Jun 20, 2018 12:02 pm

Sharlybg wrote:
Wed Jun 20, 2018 11:56 am
Is there any reason to keep the older light strategy ? Or do you think there are some lighting scenario where older light strategy could perform better ?
The DLSC adds to the startup time, in more complex scenes it needs a few seconds to build.
So the older light strategies will still be useful if a scene does not benefit from DLSC and/or if you need very short render times and the startup cost is higher than the payoff.
At least that's my guess.
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Dade
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Re: Direct Light Sampling Cache (aka Light cache part I)

Post by Dade » Wed Jun 20, 2018 1:01 pm

B.Y.O.B. wrote:
Wed Jun 20, 2018 12:02 pm
The DLSC adds to the startup time, in more complex scenes it needs a few seconds to build.
So the older light strategies will still be useful if a scene does not benefit from DLSC and/or if you need very short render times and the startup cost is higher than the payoff.
Yes, for the above reason, it is likely to not to be the default light strategy too.

P.S. it costs memory too (to store the cache).
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Re: Direct Light Sampling Cache (aka Light cache part I)

Post by marcatore » Wed Jun 20, 2018 3:06 pm

Dade wrote:
Wed Jun 20, 2018 10:37 am
This is the first rendering with DLSC enabled:

dlsc.jpg
Simply fantastic!!!!

My showroom test scene is warming up :)

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Re: Direct Light Sampling Cache (aka Light cache part I)

Post by Asticles » Wed Jun 20, 2018 3:36 pm

So, with scenes with only an hdr will not be benefit?
Salvador Ureña

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