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 patro » Fri May 06, 2011 10:48 am

SATtva wrote:Dade never sleeps! When you (and I and everyone else) sleep he's planning for world domination! :twisted:

funny-pictures-your-cat-plans-world-domination.jpg

:lol:
well if you consider that Murdoch info-media tycoon started from a bit below where the cat is sitting....
i think he is in a good start position for his conquest!
lol
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Re: SPPM renderer (CPU-only)

Postby binarycortex » Fri May 06, 2011 4:38 pm

J the Ninja wrote:
Dade wrote:
binarycortex wrote:I did however get halttime and haltspp to work. I am using pass count for haltspp. Are you ok with me committing this Dade?


As long as we stay in the experimental branch, we can test/try/commit whatever we want.


Great, because he implemented user-selectable pixelsamplers while you were asleep. :D

Yes I did! :mrgreen:
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Re: SPPM renderer (CPU-only)

Postby Eros » Wed May 11, 2011 6:36 am

While its a render everyone does, here is a HUGE version. I always wanted a nice render of this at a high resolution but it always took weeks to get anything close to this with my computers.

:D

Its rendered to my screen resolution, enjoy!
Start radius 0.75, photons per pass = 10million at 2.313Kpasses
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Re: SPPM renderer (CPU-only)

Postby jeanphi » Wed May 11, 2011 10:00 am

Hi,

Nice render. For the record, I believe the remaining noise will be very hard to remove because there is a very high probability that most of it is caused by numerical aliasing.

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Re: SPPM renderer (CPU-only)

Postby binarycortex » Wed May 11, 2011 12:21 pm

jeanphi wrote:Hi,

Nice render. For the record, I believe the remaining noise will be very hard to remove because there is a very high probability that most of it is caused by numerical aliasing.

Jeanphi

Isn't that what the noise reduction is for? ;)

I need to remember to write up a tutorial on that one of these days. I don't understand all of it, but I was able to get some decent results with it.
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Re: SPPM renderer (CPU-only)

Postby sandos » Thu May 12, 2011 3:07 am

jeanphi wrote:Hi,

Nice render. For the record, I believe the remaining noise will be very hard to remove because there is a very high probability that most of it is caused by numerical aliasing.

Jeanphi


Would adding noise or dithering somewhere be able to mitigate this?
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Re: SPPM renderer (CPU-only)

Postby jeanphi » Thu May 12, 2011 6:36 am

sandos wrote:Would adding noise or dithering somewhere be able to mitigate this?

I don't think so. At least it would be extremely difficult and computationnally intensive.

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Re: SPPM renderer (CPU-only)

Postby Eros » Thu May 12, 2011 8:32 am

Once again, another test... this time its a render that is composed almost totally of caustics.

The scene itself came from back a long time ago when i first started using lux to try and create random caustics but naturally found that they take years to render cleanly.

This was done on my macbook pro for 6 hours... i cannot remember the render settings, it was a long long day.
sppm_test.png


I have a question which i believe was already answered... are the flm files produced by the sppm renders different to that of normal films? Im just wondering about if network rendering or combining of different flm files is possible? I believe the answer was no its not, but like i said, it was a long day yesterday and not totally sure if i remember the answer correctly.

I also have a question regarding current limitations if any.
Do environment maps cause any problems? textures? bumpmaps? for example. I have tried a few scenes which were rendered in lux 0.7 and look significantly different in SPPM... an example being the hour glass scene i produce a long time ago... I will render it up for comparison.
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Re: SPPM renderer (CPU-only)

Postby Eros » Thu May 12, 2011 2:32 pm

I have an interesting observation....

I am trying to render my old hour glass scene.
gallery2.php?g2_itemId=10422

After about 4 hours or so i have this with SPPM, not bad for the power thrown at the scene.

I have one observation in the difference between the two renders. The old bidirectional one has bright reflections of the light sources in the glass and the SPPM version does not. The shapes of the lights are observed, but it seems like it is a passive reflection, like light that is reflecting from the scene back to the light object and back... Is this expected or might I have something set up a little wrong? I made sure my lights had external volumes applied, as well as my camera also. everything in the scene i think is setup in a matter that i think works... and rendering in bidirectional gives me the original behaviour again. Anyone else seen this?
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Re: SPPM renderer (CPU-only)

Postby A-man » Thu May 12, 2011 5:08 pm

Personally, I think the SPPM one looks more realistic. It may not be in fact, but to me it looks much better.
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