[Bf-cycles] Varying number of samples per pixel
3dsakr at gmail.com
Fri Jun 23 18:59:41 CEST 2017
the easiest approach is: store the number of samples per pixel in an image,
divide the final image by the samples image.
I would avoid discarding samples as you will waste compute power, just find
a way to reduce samples from the start (it needs a redesign to change how
the kernel works), Lukas Stockner may have more idea about this as he tried
to do an adaptive sampler before I guess.
On Fri, Jun 23, 2017 at 1:51 PM, Escot Lucas <lucas.escot at ens-lyon.fr>
> Hello everyone,
> I originally asked the following question on the #blendercoders IRC but
> was advised to send it here.
> *Context*: I am currently working on a modified version of Cycles, in
> which the user have control over how light paths behave: they are able to
> transport/move rays hitting a specific surface to another one.
> Such a modification implies that during the path tracing process, *some
> paths/samples must be discarded* (to do that I simply don't add their
> contribution to the final image, in kernel_path.h/kernel_path_trace()).
> It means some pixels are downsampled since some of their samples might be
> discarded, however Cycles still divides for each pixel the total
> contribution by *the total number of samples* which is assumed to be
> constant over the entire image.
> Hence my question: is there a simple way to make this last operation
> (averaging pixel samples) rely on a local number of samples, for each
> pixel, rather than a constant amount of samples for the entire image?
> I hope this is the right place to ask such a question, and that some of
> you will have an answer.
> Lucas Escot
> L3 Informatique Fondamentale
> ENS de Lyon
> Telephone: 06 88 62 63 86
> Bf-cycles mailing list
> Bf-cycles at blender.org
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