[Bf-cycles] Biased Rendering

Sergey Sharybin sergey.vfx at gmail.com
Thu Jul 3 21:38:47 CEST 2014


While biased rendering speedup is nice to have, out first goal is to speed
up unbiased, which is much more crucial for rendering movies. That would
also give benefits in cases when the scene is static and then we can look
into optimizing specific cases later (if speed would still be an issue).


On Wed, Jul 2, 2014 at 8:10 PM, Mafteiu Scai Vlad <mafteiuscaivlad at gmail.com
> wrote:

> There were some people asking for biased rendering on the octane forums as
> well. I guess there ain't no such things as fast enough.
>
> Vlad Mafteiu Scai
>
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> 2014-07-02 16:54 GMT+03:00 storm <kartochka22 at yandex.ru>:
>
> В Ср, 02/07/2014 в 16:24 +0300, Mafteiu Scai Vlad пишет:
>> > What about an option for spectral rendering?
>> >
>> > Vlad Mafteiu Scai
>> >
>>
>> Basic Spectral render is 10 lines, it simplest thing that still not in
>> trunk. One additional sampling dimension, and apply black body curve
>> sampled by that to actual color before  store to pixel buffer.
>>
>> Some BSDF need to respect it, as glass, and current wavelenght must be
>> exposed to shaders, it take 10 more lines of code. I have done it long
>> time ago.
>>
>> The problem is it hardly to be usable (as volumetrics things btw), only
>> few extreme scenes with diamonds on floor. And in turn, most cool part
>> is caustic, it take looong time to converge even with MLT.
>>
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-- 
With best regards, Sergey Sharybin
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