[SLG] Metropolis Light Transport

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[SLG] Metropolis Light Transport

Postby Dade » Thu Mar 31, 2011 11:14 am

A little preview of the work I'm doing for PathGPU2. It is a totally new 100% rendering mode and includes a Metropolis-Hastings sampler.

This is an example of what MLT is able to do, with old PathGPU1 (i.e. inlined random sampler):

rng.png


And this is with MLT and the same number of samples per pixel:

mlt.png


As you can see, there is a huge difference in the amount of fireflies (i.e. check the caustic, the reflection of the caustic on the blue glass, etc.).

Even if this is a nearly impossible to render scene for a Path tracer, MLT can produce good results in 5mins (... on my hardware):

5min.png


It is all but finished however the first results look promising.

(to be continued)
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Re: [SLG] Metropolis Light Transport

Postby Meelis » Thu Mar 31, 2011 11:22 am

MLT is totally awesome caustics are much faster to come up.

Good work :)
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Re: [SLG] Metropolis Light Transport

Postby SATtva » Thu Mar 31, 2011 2:33 pm

Outstanding work Dade!
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Re: [SLG] Metropolis Light Transport

Postby vimax » Thu Mar 31, 2011 3:11 pm

Unbelievable! Dream come true for me.

Any chance it will support instances too?
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Re: [SLG] Metropolis Light Transport

Postby B.Y.O.B. » Thu Mar 31, 2011 3:14 pm

I read that it's very tricky to get a MLT-implementation work on a GPU, so congratulations ;)
I'm curious of all the new Hybrid-modes for LuxRender... SPPM and your new PathGPU2 are very promising!
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Re: [SLG] Metropolis Light Transport

Postby Dade » Thu Mar 31, 2011 3:34 pm

vimax wrote:Any chance it will support instances too?


PathGPU2 will and it will support the LiveMode too: I'm planning a complete overhaul of SLG and a huge cleanup (i.e. SLG 2.0). My view for SLG 2.0 is:

1) PathGPU2, 100% OpenCL render mode with Inlined Random, Random and Metropolis Sampler. None, Box, Gaussian, Mitchell, Mitchell (with super sampling) filters;
2) bump map support for PathGPU2;
3) LiveMode support for PathGPU2;
4) Extended LiveMode support for PathGPU2 (i.e. start with an empty world, add object, move, rotate objects, update a single object, etc.);
5) remove hybrid mode (available in LuxRender), remove Sppm (available in LuxRender and soon with hybrid mode support too), remove PathGPU1 mode;
6) may be, review the materials available (to reduce them, there is some duplicate nowdays);
7) a clean up of the code and the scene description language (I may introduce some small incompatibility);

SLG 2.0 is going to be the first planed SLG from the start to the end instead of snow ball running down at a crazy speed. It is going to be: extremely small, extremely fast and extremely interactive. They have always been the best SLG features.

P.S. I have a bit extreme idea of how SLG 2.0 should be but it will help too to not cross the LuxRender path. And anyway I hope to have a PathGPU2 Renderer ported to LuxRender for v0.9 too.

P.S.S. SLG 3.0 will have a SppmGPU and BiDirGPU render mode :lol:
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Re: [SLG] Metropolis Light Transport

Postby SATtva » Fri Apr 01, 2011 2:11 am

Dade wrote:P.S.S. SLG 3.0 will have a SppmGPU and BiDirGPU render mode :lol:

Ah, it's April 1st, you're jokin', right? Ha-ha-ha Dade, what I funny joke, ha-ha-ha. :lol:

Or else... :shock:
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Re: [SLG] Metropolis Light Transport

Postby patro » Fri Apr 01, 2011 5:24 am

SATtva wrote:
Dade wrote:P.S.S. SLG 3.0 will have a SppmGPU and BiDirGPU render mode :lol:

Ah, it's April 1st, you're jokin', right? Ha-ha-ha Dade, what I funny joke, ha-ha-ha. :lol:

Or else... :shock:

yeah the " :lol: " is a bit confusing.... but hopefully you don't let us only dream :)
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Re: [SLG] Metropolis Light Transport

Postby vimax » Fri Apr 01, 2011 8:48 am

April 1st aside, how about multiple opencl devices? Shouldn't that be in the dreamlist?
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Re: [SLG] Metropolis Light Transport

Postby Dade » Fri Apr 01, 2011 9:13 am

vimax wrote:April 1st aside, how about multiple opencl devices? Shouldn't that be in the dreamlist?


SLG/LuxRays support multiple devices since day 1 :?:

I have 2x5870 and a 5850 (plus the i7 860 used by the OpenCL CPU device).
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