Author Topic: Blog: progressive importance sampling  (Read 10012 times)

2014-05-29, 16:14:43

Ondra

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Rendering is magic.How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2014-05-29, 16:52:58
Reply #1

jjaz82

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wow .. congratulations for the excellent work..

Research is the vital point of these software

keep going :)

2014-05-29, 17:45:43
Reply #2

blackice

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2014-05-29, 17:51:36
Reply #3

maru

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Looking at things like this makes me think my school was such a huge waste of time and money. :(
Marcin Miodek | chaos-corona.com
3D Support Team Lead - Corona | contact us

2014-05-30, 00:13:26
Reply #4

Avan

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Simple for understand, but it looks amazing ! Can we see the feature in bulds?

2014-05-30, 00:44:46
Reply #5

crazyman

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Keymaster:

- Can you set custom amount pings or pongs will algorithm perform, before it start path tracing? Or is it predefined values defined by algorithm being used?
- How this affect animations? Does importons/photons calculated once for all frames while doing static animations?
- What if objects changing it's position/material properties while animated? Does algorithm need to calculate all pings-pongs for every frame?
- If so does it produce unwanted "pixel shimmering" ?

2014-05-30, 00:59:17
Reply #6

Ondra

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the number of iterations is configurable. We ended with something like 30 batches of 1 million photons+importons each.

Animations, shimmering, etc. works exactly the same as other unbiased algorithms. We did not do cache sharing between frames, although it would be possible.
Rendering is magic.How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2014-06-03, 10:17:10
Reply #7

juang3d

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So if I understood correctly, this won't flicker with animation, right? because you are not using photons to light, but to drive the paths, is this correct?

It seems to be a pretty good system.

Cheers.

2014-06-03, 10:36:58
Reply #8

Ondra

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It would not flicker, but it would shimmer
Rendering is magic.How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2014-06-03, 12:06:47
Reply #9

crazyman

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I think you can avoid shimmering in maxwell, if all tied to same seed number. Am I thinking right direction?

2014-06-03, 14:05:21
Reply #10

rampally

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It would not flicker, but it would shimmer
can  you avoid that shimmering too!!!

2014-06-03, 14:08:16
Reply #11

crazyman

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It would not flicker, but it would shimmer
can  you avoid that shimmering too!!!

wut?

2014-06-04, 13:06:51
Reply #12

juang3d

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It will shimmer?

What do you mean? it will be brighter over time or something like that?

Cheers.

2014-06-04, 13:14:37
Reply #13

Ondra

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No, because it is unbiased. The pixel values will oscillate between the true values. It will demonstrate as a light uniform high-frequency noise
Rendering is magic.How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2014-06-04, 18:13:48
Reply #14

juang3d

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So with enough time, it will be clean, right?

Do you think that there could be a solution to avoid that noise? (In the future)

Cheers.