Stochastic Progressive Photon Mapping demo
Re: Stochastic Progressive Photon Mapping demo
I seem to recall in the original GPUSPPM demo that unrolling an object intersection loop gave like a 4x speedup on nvidia cards.
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Re: Stochastic Progressive Photon Mapping demo
lycium wrote:I seem to recall in the original GPUSPPM demo that unrolling an object intersection loop gave like a 4x speedup on nvidia cards.

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Re: Stochastic Progressive Photon Mapping demo
StompinTom wrote:lycium wrote:I seem to recall in the original GPUSPPM demo that unrolling an object intersection loop gave like a 4x speedup on nvidia cards.Easy on my poor brain, Thomas! If it was as easy as unrolling crepes then I'd do it in a second.


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Re: Stochastic Progressive Photon Mapping demo
from ompf: http://ompf.org/forum/viewtopic.php?f=10&t=1492#p16550
thachisu is toshiya hachisuka, principal author (i think) of sppm.
thachisu is toshiya hachisuka, principal author (i think) of sppm.
Re: Stochastic Progressive Photon Mapping demo
You are missing the point lycium, it's all about frenchy pancakes.

Talking about wich, it's good to read that you are tweaking MLT !

Talking about wich, it's good to read that you are tweaking MLT !
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Re: Stochastic Progressive Photon Mapping demo
oh
i've never had a crepe!
here's a further improved mlt result, 20 mins on a 3.2ghz i7:

here's a further improved mlt result, 20 mins on a 3.2ghz i7:
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Re: Stochastic Progressive Photon Mapping demo
This is just MLT on the CPU, right? Looking great!lycium wrote:ohi've never had a crepe!
here's a further improved mlt result, 20 mins on a 3.2ghz i7:
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Re: Stochastic Progressive Photon Mapping demo
It does full spectral rendering and motion blur now!CoolColJ wrote:what has changed? I noticed a more multi-coloured look

Re: Stochastic Progressive Photon Mapping demo
Quite hard to tell whats the difference.... maybe you can explain a little morelycium wrote:We've been improving MLT in Indigo quite a lot recently

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Re: Stochastic Progressive Photon Mapping demo
The way SPPM is used in the GPU Luxrender offshoot (I use it with CPU only), you start off with large round photons, and then progressively gets smaller and more defined over time. You set the inital size, amount of photons and then how quickly the photon size decreases each pass
I think Indigo could use a similar format somehow with MLT
ie start with large maxchange value and have it go down progressively?
Maybe have it as an optional switch
That would get around the splotchy look and slow convergence of having small max change values, but also having more accurate details that the small max change values give
I think Indigo could use a similar format somehow with MLT
ie start with large maxchange value and have it go down progressively?
Maybe have it as an optional switch
That would get around the splotchy look and slow convergence of having small max change values, but also having more accurate details that the small max change values give
Re: Stochastic Progressive Photon Mapping demo
getting the caustics to show in the refracted parts of the glass sphere this early - very complex pathZom-B wrote:Quite hard to tell whats the difference.... maybe you can explain a little morelycium wrote:We've been improving MLT in Indigo quite a lot recently
Light through sphere - water - floor - water - refraction through sphere etc
Re: Stochastic Progressive Photon Mapping demo
That's one of my early suggestions to Nick, IIRC I was invited to investigate further on the potential. Estimating time frame seems to be the issue here.CoolColJ wrote:[...]and then progressively gets smaller and more defined over time. You set the inital size, amount of photons and then how quickly the photon size decreases each pass
I think Indigo could use a similar format somehow with MLT
ie start with large maxchange value and have it go down progressively?
Maybe have it as an optional switch[...]
Adding a maxchange delta perhaps ? Each mutation would use an arbitrary value within the fixed range, so to discard time concerns... That kind of tweak sounds as experimental as promising.
The way to test its efficiency would be:
A: Render one scene for a fixed duration using a relevant parameter value.
B: Render n times the scene with a variating parameter for duration/n, then merge.
And C: compare visually the merged image in B with the original in A.
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Re: Stochastic Progressive Photon Mapping demo
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Re: Stochastic Progressive Photon Mapping demo
I love these back to the future kind of posts! Thanks burnin! 

Re: Stochastic Progressive Photon Mapping demo
Hope we're all doing ok, nice to see these old topics again 

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