Low discrepancy triangle light sampling

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alpistinho
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Low discrepancy triangle light sampling

Post by alpistinho » Wed Oct 09, 2019 2:10 pm

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
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happyboy
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Re: Low discrepancy triangle light sampling

Post by happyboy » Thu Oct 10, 2019 1:43 am

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!

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Sharlybg
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Re: Low discrepancy triangle light sampling

Post by Sharlybg » Thu Oct 10, 2019 9:11 am

This is going to make product viz a lot faster. Thanks.
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epilectrolytics
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Re: Low discrepancy triangle light sampling

Post by epilectrolytics » Thu Oct 10, 2019 11:28 am

Thanks for this very welcome improvement!
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Re: Low discrepancy triangle light sampling

Post by Sharlybg » Fri Oct 11, 2019 7:05 pm

It is activated by default or something special is needed in blendluxcore for that one ?
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alpistinho
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Re: Low discrepancy triangle light sampling

Post by alpistinho » Fri Oct 11, 2019 7:26 pm

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.
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