[Bf-cycles] Biased Rendering
Mafteiu Scai Vlad
mafteiuscaivlad at gmail.com
Wed Jul 2 15:24:32 CEST 2014
What about an option for spectral rendering?
Vlad Mafteiu Scai
*Mobile UI Designer, 3D Architectural Vizualizer & Product Visualization
Email: mafteiuscaivlad at gmail.com
This e-mail is confidential and is intended solely for the use of the
recipient. If you are not the intended recipient, be advised that you have
received this e-mail in error and that any use, dissemination, forwarding,
printing, or copying of this e-mail is strictly prohibited.
2014-07-02 15:25 GMT+03:00 Marco G <marco.gzt at gmail.com>:
> I've asked about this few times. Spoke with Brecht directly and he said he
> wouldn't be against something like this.
> I've got in touch with 2-3 devs to ask for an optionally biased integrator
> but nothing came out of it, whether for free or paid.
> According to what Brecht said, it is indeed a big project, not much the
> first rough implementation (few weeks for a moderately experienced guy)
> but polishing and mantaining wouldn't be straightforward.
> There is Mitsuba implementation (but GPL, not direct copy of it
> allowed...), tested quite a bit and it has some major problems with
> blotches, so it isn't complete i suppose (nothing compared to vray or
> corona accuracy)
> In Cycles Optimization page there is also a point saying "Use one of the
> recent filtering techniques to denoise the image. These gives artifacts in
> final renders but can give a better preview with few samples".. he said
> these filtering techniques are closely related to irradiance caching, and
> some of them can be done online (interactive) and perhaps they could be
> "applied" just on secondary rays, limiting visible artifacts, don't know
> But all in all i think it's a matter of finding someone who can do such
> stuff, there is no manpower for this atm i think.
> As far as archviz/interiors/noise goes, working on it with Cycles daily,
> the top features i think would boost speed/quality in this field would be:
> - Sampling many lights more efficently with standard path tracing (not
> - Light portals;
> - Approximated indirect diffuse rays/GI (irradiance cache,
> filtering...can't say)
> - Reinhard like tone mapping (?), don't know details but with other
> engines if i clamp to 1.00 to avoid burnt areas the image isn't that flat
> as Cycles, it maintains good bright spots and good dark areas, need more
> testing though;
> - Wide gamut color space (?), heard someone might work on it eventually
> 2014-07-02 12:22 GMT+02:00 Mafteiu Scai Vlad <mafteiuscaivlad at gmail.com>:
> Now that would be nice to have :)
>> Vlad Mafteiu Scai
>> Mobile: +45-5333-30-67
>> *Mobile UI Designer, 3D Architectural Vizualizer & Product Visualization
>> Artist *
>> Email: mafteiuscaivlad at gmail.com
>> Portfolio: http://www.behance.net/motionseadesigns
>> This e-mail is confidential and is intended solely for the use of the
>> recipient. If you are not the intended recipient, be advised that you have
>> received this e-mail in error and that any use, dissemination, forwarding,
>> printing, or copying of this e-mail is strictly prohibited.
>> 2014-07-02 13:20 GMT+03:00 boura david <def4d.fr at gmail.com>:
>>> 2014-07-02 12:19 UTC+02:00, x3108 at chello.at <x3108 at chello.at>:
>>> > Would it be a big problem to implement a „Redshift-like“ irradiance
>>> > for biased rendering ?
>>> > I recently saw how incredibly fast Redshift on GPU is, it is biased,
>>> > boy… you aren’t even noticing it. And so interactive!
>>> > Because Interiors and nearly all renders are incredible fast with
>>> > caches & Co., not to mention pristine clean!
>>> > Now Cycles hast almost every feature set needed, i guess only another
>>> > kernel need to be dispatched to the CPU/GPU for that ?
>>> > Am i right, or would it be too much of a programming nightmare ? Can
>>> it be
>>> > only a modified cycles code, or does it need a complete reprogramming ?
>>> > Then again, even if it would be some programming, wouldn’t biased be
>>> > it ? ;-)
>>> > Meaning that small artists don’t have a render farm for animation, and
>>> BI is
>>> > not actual anymore by far all tuts are with cycles.
>>> > I mean even Cycles, is not really a true spectral render (and MLT is
>>> > basically being RGB biased, so… more biasing would not hurt at all. :-D
>>> > What do you guys say ?
>>> > Flavius
>>> Bf-cycles mailing list
>>> Bf-cycles at blender.org
>> Bf-cycles mailing list
>> Bf-cycles at blender.org
> Bf-cycles mailing list
> Bf-cycles at blender.org
-------------- next part --------------
An HTML attachment was scrubbed...
More information about the Bf-cycles