[Bf-cycles] Biased Rendering
gandalf3
zzyxpaw at gmail.com
Thu Jul 3 22:23:22 CEST 2014
There's a gsoc project going on now
http://wiki.blender.org/index.php/User:DingTo/GSoC_2014/Proposal
On 07/03/14 13:19, Mafteiu Scai Vlad wrote:
> So what's the plan for the speed up?
>
> Vlad Mafteiu Scai
>
> Mobile: +45-5333-30-67
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> 2014-07-03 22:38 GMT+03:00 Sergey Sharybin <sergey.vfx at gmail.com
> <mailto:sergey.vfx at gmail.com>>:
>
> 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 <mailto: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
>
> Mobile: +45-5333-30-67 <tel:%2B45-5333-30-67>
>
> /Mobile UI Designer, 3D Architectural Vizualizer & Product
> Visualization Artist
> /
>
> Email: mafteiuscaivlad at gmail.com
> <mailto: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.
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>
> 2014-07-02 16:54 GMT+03:00 storm <kartochka22 at yandex.ru
> <mailto:kartochka22 at yandex.ru>>:
>
> ? ??, 02/07/2014 ? 16:24 +0300, Mafteiu Scai Vlad ?????:
> > 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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-gandalf3
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