EDIT:
Hybrid mode is an optimisation where the direct lighting is done with path tracing, and the indirect with MLT. May help a bit/a lot depending on the scene.
I've added a new ray/mesh intersection acceleration scheme, the bounding interval hierarchy (BIH).
It has a couple of major advantages over kdtrees:
* extremely fast in-place build (e.g. 6 secs for a 4M tri model)
* low memory usage (Can load 7M tri mesh in 1GB RAM).
Its major disadvantage is that it tends to be a bit slower in terms of traversal speed than a kdtree, this depends heavily on the mesh however.
I've added a setting called 'bih_tri_threshold' to the inifile, default is 500000. If the model has more tris than that, it will use a BIH instead of a kd-tree. If u just want to try out the BIH, set it to 0.
Added camera glare, as seen in the most recent builds of Violet.
use like this:
Code: Select all
<camera>
<!-- stuff... -->
<glare>
<num_blades>5</num_blades>
<weight>0.1</weight>
<radius>0.03</radius>
</glare>
</camera>
Added some randomised quasi-Monte Carlo sampling. (RQMC)
This means you may see some funky patterns for a few seconds, but the end result is much faster convergence.
Added some energy loss compensation for the Phong BSDF, thanks to IanT for the idea for this. Only works for reflective Phong right now, not glossy transparent materials.
Note that due to the RQMC, normal bidir pathtracing (non-MLT) just got a *lot* faster. So it may be the method of choice for many scenes; I suggest you try it out
Get it here:
http://www2.indigorenderer.com/joomla/i ... &Itemid=62
v0.8 test 1
* Added hybrid mode
* added hybrid setting in inifile.
* Added BIH tree acceleration type.
* Added bih_tri_threshold to inifile.
* using ijg jpeg lib instead of intel jpeg lib.
* cleaned up log format a little bit
* added camera glare
* fix for normal calc in light sampling pdf calcs
* added energy loss compensation for phong BSDF
* Added RQMC stuff
I've attached a couple of images,
a nice shiny red sphere (~10 Hour render time ),
and a scene showing off the new RQMC and BIH code: the scene with 3 XYZ dragons (7.2 million tris each) rendered for about 6 mins, and loaded up in about 40s.