SPPM renderer (CPU-only)

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Re: SPPM renderer (CPU-only)

Postby guibou » Fri May 11, 2012 11:34 am

CoolColJ wrote:I wonder if there is a way to combine SSPM's caustic ability with plain bidirectional path traicng for all the other regular conditions


This is what everybody think since the first SPPM paper was presented.

There was a nice proposition at siggraph asia 2011 https://graphics.cg.uni-saarland.de/201 ... x-merging/

Toshiya published a technical report with such results recently :
http://cs.au.dk/~toshiya/ (scroll to technicals report)

I was working on something similar until this report was published. The crappy thing in research is that generally people have the same ideas, but some of them are really quicker to get result and publish. ;)

<sad mood> /me is looking for a new job
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Re: SPPM renderer (CPU-only)

Postby Dade » Fri May 11, 2012 2:43 pm

guibou wrote:There was a nice proposition at siggraph asia 2011 https://graphics.cg.uni-saarland.de/201 ... x-merging/

Toshiya published a technical report with such results recently :
http://cs.au.dk/~toshiya/ (scroll to technicals report)


God .. they look like the missing link between human being and the divinity :lol:

It is a while this idea of merging path vertex on BiDir is on the "air". It looks like it is time for aiming for the definitive rendering algorithm :?: Luckily, the definitive algorithm is never going to exist but this starts to look like a solid foundation.
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Re: SPPM renderer (CPU-only)

Postby SATtva » Sat May 12, 2012 1:12 am

I can haz cheezburger it in lux pliz? :D
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Re: SPPM renderer (CPU-only)

Postby CoolColJ » Sat May 12, 2012 6:40 am

I am finding SPPM not so good at outdoor type scenes? Like you might need a lot more photons...
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Re: SPPM renderer (CPU-only)

Postby ingenious » Sat May 12, 2012 9:00 am

CoolColJ wrote:I am finding SPPM not so good at outdoor type scenes? Like you might need a lot more photons...


This is fixed automatically, as much as possible, by the combined vertex merging and bidirectional path tracing algorithm discussed above. I think Lux will have a new bidirectional progressive algorithm a bit later this year ;) It doesn't solve all difficult cases (e.g. combinations of highly glossy and specular materials), but it's definitely more robust than either bidirectional path tracing and (S)PPM alone.
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Re: SPPM renderer (CPU-only)

Postby Dade » Sat May 12, 2012 11:02 am

ingenious wrote:I think Lux will have a new bidirectional progressive algorithm a bit later this year ;)


Uh, uh :D
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Re: SPPM renderer (CPU-only)

Postby CoolColJ » Sat May 12, 2012 8:49 pm

SPPM murders MLT in this test - the underwater caustics and it's reflection in the sphere rendered within 1 min! 15 min render for both
But the pillars are more coarse. And yet in other times, SPPM can be a slow splotchy mess :?

SPPM - 2million photons, 3 start radius 0.5 arc. filtering is off
Water_Pillars_light_SPPM.jpg


MLT
Water_Pillars_light_MLT.jpg


Now if you turn off direct light sampling in SPPM - the smoothing in the pillars doesn't work? :?
15 min rendering as well - smooth caustics... 8-)
Water_Pillars_Light_SPPM_Nodirect.jpg
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Re: SPPM renderer (CPU-only)

Postby Meelis » Mon May 14, 2012 2:19 pm

Why would you prefer reall geometry to smoothing?
reall geometry looks much better.
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Re: SPPM renderer (CPU-only)

Postby guibou » Mon May 14, 2012 6:08 pm

CoolColJ wrote:SPPM murders MLT in this test - the underwater caustics and it's reflection in the sphere rendered within 1 min! 15 min render for both
But the pillars are more coarse. And yet in other times, SPPM can be a slow splotchy mess :?


It is the reason why research is looking for a merge between the twos methods.

Now if you turn off direct light sampling in SPPM - the smoothing in the pillars doesn't work? :?


Hoo, no, not that one again... I was thinking we where done with it...

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Re: SPPM renderer (CPU-only)

Postby SATtva » Mon May 14, 2012 10:02 pm

guibou wrote:
Now if you turn off direct light sampling in SPPM - the smoothing in the pillars doesn't work? :?

Hoo, no, not that one again... I was thinking we where done with it...

Direct lighting was disabled in the last test. Isn't that an expected behavior?
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