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 SATtva » Thu Mar 29, 2012 2:21 am

guibou wrote:I changed two default behavior in SPPM:

- direct lighting is now ON by default (Any reason to switch it off is a bug and should be reported so we can fix it)
- PPM proba is now ON by default (I'm planning of removing the old heuristic soon, so please, give feedbacks)

Seems to be a typo in the commit comment:
- use direct lighting is not true
You've meant "is now true", right?

And yes, it's a huge pile of commits! :)
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Re: SPPM renderer (CPU-only)

Postby guibou » Thu Mar 29, 2012 6:39 am

SATtva wrote:
guibou wrote:I changed two default behavior in SPPM:

- direct lighting is now ON by default (Any reason to switch it off is a bug and should be reported so we can fix it)
- PPM proba is now ON by default (I'm planning of removing the old heuristic soon, so please, give feedbacks)

Seems to be a typo in the commit comment:
- use direct lighting is not true
You've meant "is now true", right?


Yes... sorry.

The day spell checker will also check grammar and read my mind will be a great day ;)

And yes, it's a huge pile of commits! :)


I'm a big fan* of atomic commits. Especially it helps a lot for others to track and understand changes and also it may help for bisecting bugs. Usually cleaning and splitting commits take me more time that doing the actual coding ;)


[*] (is this right in English, or did I just qualified myself as a big *wind producer* ;)
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Re: SPPM renderer (CPU-only)

Postby Pilchard123 » Thu Mar 29, 2012 11:01 am

guibou wrote:I'm a big fan* of atomic commits. Especially it helps a lot for others to track and understand changes and also it may help for bisecting bugs. Usually cleaning and splitting commits take me more time that doing the actual coding ;)


[*] (is this right in English, or did I just qualified myself as a big *wind producer* ;)


Yup, it is correct.
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Re: SPPM renderer (CPU-only)

Postby SATtva » Fri Mar 30, 2012 1:16 am

A couple of issues here. These are not regressions as they seem to exist in revision 615410aec0a1 too.

1. Trying to load a SPPM film (with Load FLM option in Lux GUI) leads to segmentation fault in liblux. But resuming rendering from the saved film works fine.

2. Periodically saved images look like they include eye paths only:
auto-save.jpg
SPPM periodic LDR output

On the contrary, manually saving an image from the GUI (Export to Image) makes it correct:
manual-save.jpg
SPPM manual LDR output
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Re: SPPM renderer (CPU-only)

Postby guibou » Fri Mar 30, 2012 3:52 am

SATtva wrote:1. Trying to load a SPPM film (with Load FLM option in Lux GUI) leads to segmentation fault in liblux. But resuming rendering from the saved film works fine.


Resuming/loading of FLM is NOT supported with SPPM. The same goes for MLT sampler or network rendering.

2. Periodically saved images look like they include eye paths only:
auto-save.jpg

On the contrary, manually saving an image from the GUI (Export to Image) makes it correct:
manual-save.jpg


Weird... I don't think it is an issue in SPPM, but perhaps in core lux, because SPPM uses two buffers for storing eye pass or photon pass. Both seems mixed in manual save, but not in periodically save.
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Re: SPPM renderer (CPU-only)

Postby Rom1 » Fri Mar 30, 2012 3:55 am

J the Ninja wrote:
You have to select "random" as your sampler with direct light sampling, or else it will crash. No clue why, but that's what happens.


The default settings in sppm from guibou will include to have "random" as sampler instead of metropolis, which is the default settings
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Re: SPPM renderer (CPU-only)

Postby SATtva » Fri Mar 30, 2012 6:12 am

guibou wrote:
SATtva wrote:1. Trying to load a SPPM film (with Load FLM option in Lux GUI) leads to segmentation fault in liblux. But resuming rendering from the saved film works fine.

Resuming/loading of FLM is NOT supported with SPPM. The same goes for MLT sampler or network rendering.

Well, technically FLM resuming and network rendering are more or less working :) (although i can see the problem with radius reduction messed up), but that's not the point. SPPM still has an ability to write film to disk, so why simply loading it into the GUI (not even to resume, but just to adjust tonemapping or output a LDR) causes a crash?
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Re: SPPM renderer (CPU-only)

Postby B.Y.O.B. » Fri Mar 30, 2012 9:01 am

SATtva wrote:Well, technically FLM resuming and network rendering are more or less working (although i can see the problem with radius reduction messed up)

Maybe the latest used radius could be saved in the FLM file?
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Re: SPPM renderer (CPU-only)

Postby guibou » Fri Mar 30, 2012 9:05 am

B.Y.O.B. wrote:
SATtva wrote:Well, technically FLM resuming and network rendering are more or less working (although i can see the problem with radius reduction messed up)

Maybe the latest used radius could be saved in the FLM file?


There is many issues in fact.

a) The radius should be stored in the FLM, but we can solve this issue pretty easilly (in fact, using PPM proba version, we only needs to store one float in the FLM, but this is not currently possible)
b) the pass number should be stored in the FLM (same issue as a)
c) We must ensure that the render is not stoped during a pass, or only store the result of the previous passes in the FLM
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Re: SPPM renderer (CPU-only)

Postby Chawl » Fri Mar 30, 2012 4:43 pm

Here's another quick test. Still there seems to be issues with secondary glossy reflections.

Check the reflection of the sun from the glossy door to the glossy floor. No matter how long you render, this does not clean up.

It seems that code tries to do something right but fail :)

Tx.

kuhnya.Scene.sppm.dl.png
SPPM, Direct Light

kuhnya.Scene.sppm.dl.sg.png
SPPM, Direct Light, Store Glossy

kuhnya.Scene.sppm.sg.png
SPPM, Store Glossy

kuhnya.Scene.sppm.png
SPPM only

kuhnya.Scene.mlt.png
MLT
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