SPPM renderer (CPU-only)

Discussion related to the implementation of new features & algorithms to the Core Engine.

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Re: SPPM renderer (CPU-only)

Postby Dade » Wed Mar 02, 2011 3:56 am

binarycortex wrote:An interesting finding today. I decided to try diamond cauchy settings with my sppm luxball. (viewtopic.php?f=14&t=5598) But I noticed that it took much longer to calculate the hit points. I am guessing this is due to the high IOR. Any thoughts?


May be, if there are a lot of internal reflections, the average length of eye paths will much much higher, leading to longer time for the eye path.
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Re: SPPM renderer (CPU-only)

Postby patro » Thu Mar 03, 2011 10:43 am

hi,
i'm playing with the win 64 build shared by LordCrc and BinaryCortex.
with the last build from BinaryCortex that not includ the latest submissions, we find out that the build hate render resolution that contains "0".
luxrender seams to start but then it crash.
600X450 crashed
800X600 crashed photon independent

799X598 working like a charm, we also noticed that the ram usage decreased from 3Gb to 2Gb for same resolution

thanks for the toy :)
Last edited by patro on Thu Mar 03, 2011 12:02 pm, edited 1 time in total.
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Re: SPPM renderer (CPU-only)

Postby neo2068 » Thu Mar 03, 2011 11:38 am

patro wrote:hi,
i'm playing with the win 64 build shared by LordCrc and BinaryCortex.
with the last build from BinaryCortex that not included the latest submissions, we find out that the build hate render resolution that contains "0".
luxrender seams to start but then it crash.
600X450 crashed
800X600 crashed photon independent

799X598 working like a charm, we also noticed that the ram usage decreased from 3Gb to 2Gb for same resolution

thanks for the toy :)


On my system all runs ok. Did you use a particular scene or crashes it with all scenes?
i7 860, 16 GB RAM, NVIDIA Geforce GTX 560 + GTX 460, Windows 7 64bit, Blender 2.66
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Re: SPPM renderer (CPU-only)

Postby patro » Thu Mar 03, 2011 11:42 am

neo2068 wrote:On my system all runs ok. Did you use a particular scene or crashes it with all scenes?

every scene, this heppen to me and BinaryCortex.
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Re: SPPM renderer (CPU-only)

Postby neo2068 » Thu Mar 03, 2011 11:57 am

patro wrote:
neo2068 wrote:On my system all runs ok. Did you use a particular scene or crashes it with all scenes?

every scene, this heppen to me and BinaryCortex.

Ok, I updated to the latest changeset and now luxrender crashes, too. The problem seems to be introduced with after changeset 939419d8bf91. That was my previous testbuild.

I investigated the changes that have been made since my working testbuild and i found the culprit. It has something to do with changeset d63d81b99bc5
SPPM: moved UpdateFilm() method to HitPoints class and it now uses the PixelSampler
i7 860, 16 GB RAM, NVIDIA Geforce GTX 560 + GTX 460, Windows 7 64bit, Blender 2.66
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Re: SPPM renderer (CPU-only)

Postby neo2068 » Thu Mar 03, 2011 3:55 pm

patro wrote:Neo,
wich is your render resolution limit with 8GB?
with 4Gb we can't go over 900x7.. thought..... above resolution make the computer freeze.

Yes, I crashed my pc with 1100x1100. That's the reason I was gone in IRC suddenly. I had to restore my RAID.
With 900x900 and the cornell box lux uses approx. 5 GB of memory. With 1000x1000 it uses approx. 6,3 GB. With 1100x1100 it has to swap the memory to harddisk and the pc freezes.
i7 860, 16 GB RAM, NVIDIA Geforce GTX 560 + GTX 460, Windows 7 64bit, Blender 2.66
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Re: SPPM renderer (CPU-only)

Postby Dade » Fri Mar 04, 2011 5:04 am

The above problems should have been fixed by latest commits :?:
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Re: SPPM renderer (CPU-only)

Postby binarycortex » Fri Mar 04, 2011 9:05 am

Dade wrote:The above problems should have been fixed by latest commits :?:

I think it was fixed by LordCrc's out-of-bounds memory fix. It's working now for me.
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Re: SPPM renderer (CPU-only)

Postby binarycortex » Fri Mar 04, 2011 10:47 am

O_O
default.jpg
14 minutes
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Re: SPPM renderer (CPU-only)

Postby tomb » Fri Mar 04, 2011 10:55 am

binarycortex wrote:O_O
default.jpg

:shock: some really hard lightpaths captured there! :ugeek:
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