Exit portal tests

General questions about Indigo, the scene format, rendering etc...
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OnoSendai
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Exit portal tests

Post by OnoSendai » Mon Jun 25, 2007 3:16 am

Results from first cut of exit portal code.
The exit portal consists of 2 triangles in a rectangular configuration covering the opening to the sky. The only lighting in this scene is from the physical sky + sun model.

This is a tricky lighting situation for the usual techniques, because of the small opening in the roof, which is tricky to sample.
MLT does better than bidir, but the blotches are still kinda nasty. The exit portal version easily performs the best.
Attachments
14min_bidir.png
14 minutes, bidirectional path tracing
14min_bidir.png (778.34 KiB) Viewed 3487 times
14min_bidirmlt.png
14 minutes, bidirectional path tracing with metropolis sampling
14min_bidirmlt.png (653.72 KiB) Viewed 3486 times
14min_portal.png
14 minutes, bidirectional path tracing, with exit portal
14min_portal.png (548.36 KiB) Viewed 3486 times

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manitwo
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Post by manitwo » Mon Jun 25, 2007 3:21 am

fantastic!!! can't wait :twisted:

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oodmb
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Post by oodmb » Mon Jun 25, 2007 3:41 am

are you going to make the exit portals topology and scene based or user defined? my personal view is that defining the exit portal in a scene is a little like modeling the kd tree by hand
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Post by okazaky » Mon Jun 25, 2007 3:44 am

WOOOOW! That's a big difference between #1 and #3!
Great!

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OnoSendai
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Post by OnoSendai » Mon Jun 25, 2007 3:50 am

oodmb wrote:are you going to make the exit portals topology and scene based or user defined? my personal view is that defining the exit portal in a scene is a little like modeling the kd tree by hand
User defined.

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CTZn
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Post by CTZn » Mon Jun 25, 2007 4:14 am

What does that mean ? Would the user have to create geometry to indicate where the portal is ?

Indeed the difference in performances is HUGE !

Edit: BTW Ono what sampling method is used with portals ? bidir or mlt or any or ... ?
obsolete asset

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oodmb
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Post by oodmb » Mon Jun 25, 2007 4:16 am

well, maybe somebody can make a python script for blender that does it
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CTZn
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Post by CTZn » Mon Jun 25, 2007 4:20 am

Maybe within Indigo, using importance sampling to determine the portal zone ?
obsolete asset

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suvakas
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Post by suvakas » Mon Jun 25, 2007 4:20 am

Awesome!
Oh man.. can't wait to test this baby out.

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filippo
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Post by filippo » Mon Jun 25, 2007 5:56 am

it's fantastic .......thi option it will be inserted in Indigo 0.9?
when it's will be relesed?
filippo
sorry for my poor language...
thanks ono!!!!!!!!!!!!1
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OnoSendai
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Post by OnoSendai » Mon Jun 25, 2007 5:58 am

Yes it will be in 0.9,
don't know when that will be out.

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arneoog
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Post by arneoog » Mon Jun 25, 2007 6:34 am

:shock: :D
Now I can make even more stuff in no more time! :D

Coooooooool 8)



Very nice work, as always, Nick :) :P
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ThatDude33
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Post by ThatDude33 » Mon Jun 25, 2007 7:39 am

This is awesomeeee! (with 4 e's).

Great Great Great Great addition!!!
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Olis
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Post by Olis » Mon Jun 25, 2007 8:11 am

Well, there is not much to add. Simply brilliant! :D

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Kosmokrator
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Post by Kosmokrator » Mon Jun 25, 2007 8:43 am

very very good Ono...but..eventualy...what is the user-setup for this feature? some exit portals true-false switch or something else??? :roll:


great work keep it up!! :wink:
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