Re: PhotonGI cache
Posted: Sat Jan 19, 2019 3:24 pm
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Yup.epilectrolytics wrote: ↑Sat Jan 19, 2019 3:07 pm And yet still without metropolis photon gathering, right?
Yes, infinite lights like sky, HDR, etc. are the one hard to sample in general (and where a smart sampler like Metropolis can shine).
4x faster than previous cache implementation, it is 0.68M samples/sec Vs 0.50M samples/sec faster than normal rendering (36% faster). For a noise comparison, check my previous post with a 15 samples/pixel comparison.
I have still an i7 3930K (six cores CPU). The rendering with 150 samples/pixel in my previous post is something like a 3 minutes rendering:
There is no stat number under each render frame to compare on both cached and brute force how much noise have been removed in the same amount of time (also with pre processing time include).4x faster than previous cache implementation, it is 0.68M samples/sec Vs 0.50M samples/sec faster than normal rendering (36% faster). For a noise comparison, check my previous post with a 15 samples/pixel comparison.
I added some statistics log message about the memory usage:
Code: Select all
[LuxCore][2.502] Photon GI thread count: 12
[LuxCore][4.536] Photon GI Cache photon traced: 780288/5000000 [15.6%, 383.7M photons/sec, Map sizes (100.0%, 9.4%, 100.0%)]
[LuxCore][6.546] Photon GI Cache photon traced: 1554432/5000000 [31.1%, 384.3M photons/sec, Map sizes (100.0%, 18.8%, 100.0%)]
[LuxCore][8.564] Photon GI Cache photon traced: 2329600/5000000 [46.6%, 384.3M photons/sec, Map sizes (100.0%, 28.2%, 100.0%)]
[LuxCore][10.571] Photon GI Cache photon traced: 3106816/5000000 [62.1%, 385.0M photons/sec, Map sizes (100.0%, 37.7%, 100.0%)]
[LuxCore][12.580] Photon GI Cache photon traced: 3881984/5000000 [77.6%, 385.2M photons/sec, Map sizes (100.0%, 47.2%, 100.0%)]
[LuxCore][14.582] Photon GI Cache photon traced: 4658176/5000000 [93.2%, 385.6M photons/sec, Map sizes (100.0%, 60.9%, 100.0%)]
[LuxCore][15.674] Photon GI total photon traced: 5012480
[LuxCore][15.674] Photon GI total direct photon stored: 2005566 (4456448 traced)
[LuxCore][15.674] Photon GI total indirect photon stored: 1463428 (5000000 traced)
[LuxCore][15.674] Photon GI total caustic photon stored: 0 (0 traced)
[LuxCore][15.674] Photon GI total radiance photon stored: 3122366
[LuxCore][15.674] Photon GI building direct photons BVH
[LuxCore][16.086] Photon GI building indirect photons BVH
[LuxCore][16.389] Photon GI building radiance photon data
[LuxCore][18.389] Radiance photon filled entries: 1851262/3122366 (59%)
[LuxCore][19.808] Photon GI building radiance photons BVH
[LuxCore][20.456] Photon GI radiance cache photons memory usage: 109770Kbytes
[LuxCore][20.456] Photon GI radiance cache BVH memory usage: 126484Kbytes
[LuxCore][20.456] Photon GI total memory usage: 272845Kbytes
~300MB is not much indeed. I wonder how does the ram usage going to be dependant on number of lights in scene and rendering resolution though...Dade wrote: ↑Sun Jan 20, 2019 9:42 amI added some statistics log message about the memory usage:
It requires 272Mbytes for the above scene. It is not a particularly big number in the era of 16GB GPUs.Code: Select all
[LuxCore][2.502] Photon GI thread count: 12 [LuxCore][4.536] Photon GI Cache photon traced: 780288/5000000 [15.6%, 383.7M photons/sec, Map sizes (100.0%, 9.4%, 100.0%)] [LuxCore][6.546] Photon GI Cache photon traced: 1554432/5000000 [31.1%, 384.3M photons/sec, Map sizes (100.0%, 18.8%, 100.0%)] [LuxCore][8.564] Photon GI Cache photon traced: 2329600/5000000 [46.6%, 384.3M photons/sec, Map sizes (100.0%, 28.2%, 100.0%)] [LuxCore][10.571] Photon GI Cache photon traced: 3106816/5000000 [62.1%, 385.0M photons/sec, Map sizes (100.0%, 37.7%, 100.0%)] [LuxCore][12.580] Photon GI Cache photon traced: 3881984/5000000 [77.6%, 385.2M photons/sec, Map sizes (100.0%, 47.2%, 100.0%)] [LuxCore][14.582] Photon GI Cache photon traced: 4658176/5000000 [93.2%, 385.6M photons/sec, Map sizes (100.0%, 60.9%, 100.0%)] [LuxCore][15.674] Photon GI total photon traced: 5012480 [LuxCore][15.674] Photon GI total direct photon stored: 2005566 (4456448 traced) [LuxCore][15.674] Photon GI total indirect photon stored: 1463428 (5000000 traced) [LuxCore][15.674] Photon GI total caustic photon stored: 0 (0 traced) [LuxCore][15.674] Photon GI total radiance photon stored: 3122366 [LuxCore][15.674] Photon GI building direct photons BVH [LuxCore][16.086] Photon GI building indirect photons BVH [LuxCore][16.389] Photon GI building radiance photon data [LuxCore][18.389] Radiance photon filled entries: 1851262/3122366 (59%) [LuxCore][19.808] Photon GI building radiance photons BVH [LuxCore][20.456] Photon GI radiance cache photons memory usage: 109770Kbytes [LuxCore][20.456] Photon GI radiance cache BVH memory usage: 126484Kbytes [LuxCore][20.456] Photon GI total memory usage: 272845Kbytes
It scales up/down only with the number of photons (not directly with lights number or image resolution) however more lights can require to trace/store more photons. There should be pretty much no correlation with rendering image resolution.