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 Vutshi » Wed Jan 25, 2012 11:56 am

Pilchard123 wrote:So is a wider or narrower curve better in this case? I've seen a few of these graphs around and don't really get what they are showing. How does the x-coordinate of a pixel affect the light intensity there? At least, how does it it affect it in such a way to produce a graph that looks kind of like a normal distribution?


The wider blue curve is perfect. This graph just shows the single line of pixels from the center of the image below:

Luxrender test bidir gamma1.png
This is how the plane with a single point like light source looks like.

The point is that for the setup there is an analytic solution and one can compare it to the output of the luxrender.
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Re: SPPM renderer (CPU-only)

Postby Pilchard123 » Wed Jan 25, 2012 12:07 pm

Ah. I didn't realise it was based on a test image. I suppose I should have really.

Thanks.
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Re: SPPM renderer (CPU-only)

Postby Vutshi » Thu Jan 26, 2012 11:28 am

Hi,

I repeated the experiment with the plane and point like light source (1m above the plane) for camera situated 0.1m above the plane. Path and bidir give correct result proportional to 1/R^3 and sppm gives something new. Now it is proportional to 1/R^2 in the central region, and it behaves strangely in the tails. It looks like sppm lacks something like a Cos(theta). Convergence is veeeery slow for sppm.

Luxrender test sppm close 0.1 500K.png
SPPM 500K photons per pass

UPDATE: sppm with 5K photons per pass behaves differently, it starts as ~R^(-4) and then continues to grow towards maybe the same state as 500K.

Luxrender test sppm close 0.1 500K 5K.png
SPPM 5K and 500K photons per pass
Last edited by Vutshi on Thu Feb 09, 2012 2:46 pm, edited 1 time in total.
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Re: SPPM renderer (CPU-only)

Postby guibou » Thu Feb 09, 2012 11:44 am

I've pushed a few commits for sppm. Mainly a small performance improvment and the habilitie to use the probabilistics approach using a switch in sppmintegrator.

Please try to use the "useproba" setting of the sppm integrator. You should see no difference at all, and if this is the case, I plane to switch to this approach permanently in a near future (It may allows lot of interesting improvements in memory, speed, better behavior of initial radius, less issue for parallel computation and network rendering). Please, I really need feedbacks ;)
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Re: SPPM renderer (CPU-only)

Postby Chawl » Thu Feb 09, 2012 1:25 pm

In anycase if someone needs some fresh binaries ;)

Edit: See next message.
Last edited by Chawl on Sun Mar 04, 2012 12:58 pm, edited 1 time in total.
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Re: SPPM renderer (CPU-only)

Postby Chawl » Sun Mar 04, 2012 12:57 pm

Some SPPM changes are detected on the changelog, so it's time to build...

Edit: Updated to recent.
Attachments
luxrender_7092f50c1113_default_windows_64bit.7z
Built on VS2008 SP1, Windows 7 64bit
(5.42 MiB) Downloaded 4 times
Last edited by Chawl on Tue Mar 06, 2012 4:45 pm, edited 2 times in total.
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Re: SPPM renderer (CPU-only)

Postby guibou » Sun Mar 04, 2012 2:30 pm

Chawl wrote:Some SPPM changes are detected on the changelog, so it's time to build...


Yes, fixed a small race condition inside the parrallelhashgrid accel.

Thank for your build.
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Re: SPPM renderer (CPU-only)

Postby Chawl » Tue Mar 20, 2012 12:49 pm

SPPM halttime fixed, so right time for another binary.
Attachments
luxrender_5eb0106b46d7_default_windows_64bit.7z
Built on VS2008 SP1, Windows 7 64bit
(5.41 MiB) Downloaded 4 times
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Re: SPPM renderer (CPU-only)

Postby Chawl » Tue Mar 20, 2012 5:45 pm

SPPM is marvellous but glossy hitpoints implementation is still itchy. I know this is a known issue but reminding anyway. I've used the latest luxrender binary from previous post and got the blender scene from this thread.

Here are the shots.

kuhnya.Scene.glossy.100.png
SPPM, Glossy Threshold=100 (luxblend default)

kuhnya.Scene.glossy.0.png
SPPM, Glossy Threshold=0 (eye pass only)

kuhnya.Scene.glossy.15.png
SPPM, Glossy Threshold=15

kuhnya.Scene.glossy.5000.png
SPPM, Glossy Threshold=5000

kuhnya.Scene.mlt.png
MLT, (unbiased preset)
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Re: SPPM renderer (CPU-only)

Postby guibou » Wed Mar 21, 2012 10:27 am

Chawl wrote:SPPM is marvellous but glossy hitpoints implementation is still itchy. I know this is a known issue but reminding anyway. I've used the latest luxrender binary from previous post and got the blender scene from this thread.


Yes, it is mainly because glossy surfaces mixes between the glossy behavior and a diffuse one.

We have to split both behavior, or we have to find a better heuristic.
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