SQBVH

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Re: SQBVH

Postby neo2068 » Wed Mar 21, 2012 1:19 pm

Dade wrote:
neo2068 wrote:There are still some cases where the sqbvh accelerator produces holes in the mesh.


I should have fixed this problem with the latest patch.

Yes, that fixes the problems I had.
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Re: SQBVH

Postby HoloFan » Thu Mar 22, 2012 12:40 pm

I don't know wether my problem is fixed with the patch you mentioned because I can't compile lux myself.
I played a bit around with blenders OceanSim and when I turn the resolution value of the Simulation to 9 or higher, sqbvh crashes while loading the scene. I have tested it on a 4 Gig Machine with Windows 7 64bit and a 2 Gig Machine with Windows 8 Consumer Preview 32bit. With resolution at 18 the memory isn't nearly full on both machines so I guess it isn't due to running out of Memory.
I hope the test-Scene I attached helps and I don't have forgotten anything.
Thanks for your awesome work!
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Re: SQBVH

Postby Dade » Fri Mar 23, 2012 10:29 am

HoloFan wrote:I don't know wether my problem is fixed with the patch you mentioned because I can't compile lux myself.
I played a bit around with blenders OceanSim and when I turn the resolution value of the Simulation to 9 or higher, sqbvh crashes while loading the scene. I have tested it on a 4 Gig Machine with Windows 7 64bit and a 2 Gig Machine with Windows 8 Consumer Preview 32bit. With resolution at 18 the memory isn't nearly full on both machines so I guess it isn't due to running out of Memory.
I hope the test-Scene I attached helps and I don't have forgotten anything.
Thanks for your awesome work!



HoloFan, your problem may have been fixed by this patch: http://src.luxrender.net/lux/rev/ad8af80e6fb1

Your scene is just an SQBVH with a single leaf where the leaf is a KD-tree including all real polygons, this is a side effect of how plymesh shapes are created at the moment (i.e. the old code has not been updated to take advantage of the new SQBVH). I have tried both normal rendering:

OceanSim_lux_262stable.Scene.00016.png


and hybrid rendering with the latest sources:

OceanSim_lux_262stable.Scene.00016-GPU.png


and they both work fine for me.

Note: how much faster is Hybrid rendering than normal rendering on my new hardware :shock:
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Re: SQBVH

Postby patro » Sun Apr 29, 2012 4:19 pm

Hi Dade, my comment isn't something technical...
looking at both images i noticed that SQBVH converge faster than hybrid.
i simply noticed that the black dots are less in the SQBVH one :)
maybe i'm wrong...
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Re: SQBVH

Postby SATtva » Sun Apr 29, 2012 10:23 pm

Patro, try to compare the flat duration of rendering of both images. ;)
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Re: SQBVH

Postby patro » Mon Apr 30, 2012 4:01 am

i did...
hybrid 4:20 minutes and SQBVH 4:18 minutes, is this to what you were referring Sattva? :)
i was just looking time and black dots.... :)
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Re: SQBVH

Postby SATtva » Mon Apr 30, 2012 6:28 am

Nope, you're looking at "Saved at" date/time. Look to the right of "Statistics", it's a duration of rendering.
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Re: SQBVH

Postby patro » Mon Apr 30, 2012 6:38 am

:lol: thank you Sattva :D
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