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Re: Path Space Regularization (aka the solution to SDS paths)

Posted: Tue Sep 03, 2019 3:06 pm
by B.Y.O.B.
Dade wrote: Tue Sep 03, 2019 2:39 pm (and there start to be very little, if no source at all, of fireflies, if you use the full "arsenal" of features).
I thought the same, it will probably make clamping obsolete in most scenes because the "fireflies" will resolve to noise-free caustics.

Re: Path Space Regularization (aka the solution to SDS paths)

Posted: Tue Sep 03, 2019 3:30 pm
by lacilaci
B.Y.O.B. wrote: Tue Sep 03, 2019 3:06 pm
Dade wrote: Tue Sep 03, 2019 2:39 pm (and there start to be very little, if no source at all, of fireflies, if you use the full "arsenal" of features).
I thought the same, it will probably make clamping obsolete in most scenes because the "fireflies" will resolve to noise-free caustics.
No way. The performance hit and uselesness of caustics in many indoor lighting situations will definitely keep clamping as important optimization in luxcore. But it would be cool if it actually was so fast and problem free that clamping isn't needed.

Re: Path Space Regularization (aka the solution to SDS paths)

Posted: Wed Sep 04, 2019 4:43 am
by lacilaci
So I guess this is not in the latest daily builds, or disabled by default?

Re: Path Space Regularization (aka the solution to SDS paths)

Posted: Wed Sep 04, 2019 5:29 am
by acasta69
Only builds originated from the master branch are published as "latest", but probably you can get it anyway from here:
https://dev.azure.com/LuxCoreRender/Lux ... uildId=687
You should see an "Artifacts" button in the upper right corner allowing to download the build.

Re: Path Space Regularization (aka the solution to SDS paths)

Posted: Wed Sep 04, 2019 6:05 am
by lacilaci
acasta69 wrote: Wed Sep 04, 2019 5:29 am Only builds originated from the master branch are published as "latest", but probably you can get it anyway from here:
https://dev.azure.com/LuxCoreRender/Lux ... uildId=687
You should see an "Artifacts" button in the upper right corner allowing to download the build.
Thanks, doesn't work there either, I guess it has to be enabled somehow... Oh well, ok I wait then...

Re: Path Space Regularization (aka the solution to SDS paths)

Posted: Wed Sep 04, 2019 6:27 am
by provisory
Edit:
You can find the settings on GitHub, but I rather not write them here, I'm sure Dade will tell if/when he wants us to know.

Re: Path Space Regularization (aka the solution to SDS paths)

Posted: Wed Sep 04, 2019 8:18 am
by lacilaci
Ok, I "hacked" it into blendluxcore... :D

Re: Path Space Regularization (aka the solution to SDS paths)

Posted: Wed Sep 04, 2019 9:13 am
by lacilaci
so I know where my super saturated colors on photongi come from...
It seems lighttracing saturates volumes a LOT so a thin glass with weak absorption looks ok on pathtracing, but is super dark and saturated in lighttracing (I've seen those crazy saturated colors in a very first pass where lighttracing samples were shown)

It likely affects PSR too, cause volumes are still pretty dark even though sds caustics show through

Re: Path Space Regularization (aka the solution to SDS paths)

Posted: Wed Sep 04, 2019 9:23 am
by lacilaci
And yes, caustics don't seem to converge at all.. 3000 passes of pool water is just as blurry as ~600... some fireflies do appear though...

Re: Path Space Regularization (aka the solution to SDS paths)

Posted: Wed Sep 04, 2019 11:54 am
by lacilaci
I know it's early to some testing but I had a while so I played around a bit...

This is 300 samples with psr scale at 1.5:
visiblewater.png
This is 1300samples at scale of 2:
1300scale2.png
you can see that it never reaches the same contrast and brightness of lower scale, it's just getting a bit cleaner in terms of noise

and here's how caustics look not refracted (water invisible to camera):
invisiblewater.png
What I find interesting is that lower values than 1-1.5 also makes caustics very weak and instead of seeing a lot of fireflies I see just hint of caustics,
this is 1700samples with scale 0.4:
scale04_1700samp.png
So maybe caustics are getting sharper, but also weaker and so we cannot really see them?