[Bf-cycles] Lightprobe importance sampling

Ton Roosendaal ton at blender.org
Thu Dec 29 18:05:38 CET 2011


Hi Mike,

I'm a bit surprised to read your announcmenet here:
http://morecycles.blogspot.com/

To me it seems more important to first get a good cooperation setup  
together. You're more than welcome to help out for Cycles for sure!  
For that we should start conversations, here on in IRC, and get good  
plans or docs for how to proceed. Doing some small project(s) first to  
get to know each other is also a way to move on.

If a situation arises that requires funding, there's also a general  
Blender Development Fund we could use.

My own musings about individual fund raisers I wrote down here:
http://code.blender.org/index.php/2011/08/blender-development-fund-fund-raisers/

Thanks,

-Ton-

------------------------------------------------------------------------
Ton Roosendaal  Blender Foundation   ton at blender.org    www.blender.org
Blender Institute   Entrepotdok 57A  1018AD Amsterdam   The Netherlands

On 28 Dec, 2011, at 8:11, Mike Farnsworth wrote:

> Just a quick heads-up, I'm starting to tinker with cycles, in  
> particular I'm trying to add support for Pharr/Humphries style  
> importance sampling of environment images.  I wanted to make sure I  
> had a clear understanding of what I need to change to make it happen.
>
> It appears to me that the path integrator just samples the  
> environment on ray misses based on importance sampling the BSDF.   
> The only time MIS and light importance sampling come into play are  
> when doing direct lighting.  The environment doesn't count as a  
> 'light' in cycles, thus it never even has a chance to offer  
> important directions and a PDF.  So, to start, I need to make the  
> environment also appear as a light (useful for images and the sky  
> background, for example).  Once that is done, I can precompute some  
> importance information, stuff it in a texture, and go from there?
>
> Let me know if I'm totally barking up the wrong tree.
>
> -Farny
>
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