[Bf-cycles] GSoC - Spectral Rendering

Bassam Kurdali bassam at urchn.org
Wed Apr 10 21:31:11 CEST 2013


+1, however, most (all?) the needed enhancements are already on Brecht's
roadmap - Perhaps some of them might generate good GSOC projects? I'd
also add deformation motion blur or even a better quality vector/post
process blur as a desirable feature for animation, even though this
won't necessarily help rendertimes :) (current vector blur is really
fast, even though it doesn't always look perfect) 


On Wed, 2013-04-10 at 16:58 +0200, Ton Roosendaal wrote:
> Hi,
> 
> I agree with Agus here.
> 
> Cycles is meant to be a production render engine, to work well for renders of animation sequences, where render time is a very relevant issue.
> 
> Our experience with Tears of Steel renders were quite mixed for it, there's a lot of work we could do to investigate better sampling, noise reduction, or related features that give speedup.
> 
> Plenty of interesting papers exist in this area, like:
> http://groups.csail.mit.edu/graphics/ilfr/
> 
> Important topics for cycles is still volumes, GPU hair, baking, shader editing, FSA etc. All stuff that would help people using it for animation or vfx renders.
> 
> -Ton-
> 
> ------------------------------------------------------------------------
> Ton Roosendaal  Blender Foundation   ton at blender.org    www.blender.org
> Blender Institute   Entrepotdok 57A  1018AD Amsterdam   The Netherlands
> 
> On 10 Apr, 2013, at 3:36, Agustin Benavidez wrote:
> 
> > Hi, my humble opinion is that this idea somehow doesn't fit into the Cycles philosophy and focus which is be the best balance between speed and realism/accuracy and animation oriented, We already got great render engines capable of that integrated in blender like Luxrender, spending a Summer Of Code slot to re-do what others complementary OOS projects do best is not worth.
> > 
> > Here is what you can already do with a relative simple node setup:
> > 
> > http://www.youtube.com/watch?v=jMsW5gPqS6c
> > http://www.blendswap.com/blends/view/39307
> > 
> > I understand dispersion is not only about little rainbows, but I agree with Dalai, and don't see this improving Cycles general usage. 
> > Anyway We need to be open and will be nice to see some examples of the quality boost that this could bring :)
> > Best regards.
> > Agus
> > 
> > 
> > 
> > 2013/4/9 Gavin Howard <gavin.d.howard at gmail.com>
> >      David,
> >      Cycles has a subsurface scatter node in the development builds,
> > correct? If that's the case, I will see if I can render some scenes in
> > Cycles and LuxRender to show the difference. It's not going to be the
> > best, but it should show something.
> >      Gavin H.
> > 
> > On Tue, Apr 9, 2013 at 5:20 PM, David <erwin94 at gmx.net> wrote:
> > > On Apr 10, 2013, at 12:55 AM, Brecht Van Lommel wrote:
> > >> On Wed, Apr 10, 2013 at 12:08 AM, David <erwin94 at gmx.net> wrote:
> > >>> this is by far the best visual explanation of what separates spectral
> > >>> rendering from normal RGB rendering that I have seen:
> > >>>
> > >>> http://www.luxrender.net/wiki/LuxRender_Textures_Spectrum#Gaussian_spectrum
> > >>>
> > >>> All lamps in this image would be the same RGB color, and produce the
> > >>> same result with non-spectral rendering.
> > >>
> > >> I don't think that's true? The exact result depends on the wavelength
> > >> to RGB conversion function, but a wider gaussian distribution across
> > >> the wavelength should give different RGB values than a narrow one? As
> > >> the distribution gets wider there will a more even distribution across
> > >> the RGB channels.
> > >>
> > >> It wouldn't be as accurate but the lights would still render different I think?
> > >>
> > >> Brecht.
> > >
> > > Ah, you're right, and it is even sort of explained in the text I linked to, so I
> > > feel especially dumb. ;)  The width of the distribution corresponds roughly to
> > > saturation, it's basically just HSV.
> > > So, the only effect that I can think of that is really not approximated by RGB
> > > rendering is dispersion? I would love to see an image where the light spectrum
> > > makes a noticeable difference, that isn't of a prism or a diamond...
> > >
> > > till then, David.
> > >
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