Fixed a bunch of corner cases, but still didn't fix the main problem. Another comparison that puzzles me... Left : 1 sample, explicit light sampling Right : 1000 samples, explicit light samplingpic.twitter.com/5uFQrYs79I
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Freelance Software Engineer
glChAoS.P / wglChAoS.P - #glChAoSP / #wglChAoSP
#MicheleMorrone
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Fixed a bunch of corner cases, but still didn't fix the main problem. Another comparison that puzzles me... Left : 1 sample, explicit light sampling Right : 1000 samples, explicit light samplingpic.twitter.com/5uFQrYs79I
The reason why there's so many dark spots on the long box's face at 1spp is because a bunch of rays end up intersecting the box itself when trying to reach the light -- and that's good! It means that this surface is in the penumbra of the light.
But why does it get so evenly bright when accumulating samples? It should even out to a pretty dark surface... for some reason, this face ends up almost as bright as a top-facing rectangle (facing the light directly!)
Success! I found two major issues : - I wasn't re-evaluating the material's PDF value in my importance sampling mixture, so it wasn't taking into account the rays that sampled the light - My lambert scattering function (from Book 1) was flawed!
...so I switched to sampling a hemisphere using an orthonormal basis at the hit's normal, as suggested in the dang book but I initially disregarded it. Now the no-importance-sampling version (left) and the importance-sampling with mixture PDF (right) look identical!pic.twitter.com/90olyWLCIV
...except that the importance-sampling version converges much faster, and has a few fireflies (irregular bright pixels). Something to look into, but in general I'm super happy with the results! At 10000 samples, it looks amazingly smooth <3pic.twitter.com/nGiwnVjoVT
It's fast enough to be almost interactive with resolution scaling! Remember, this is completely on CPU, and on a 5820K, not a fancy new i9 or whatever. (wait for it because I'm too lazy to edit)pic.twitter.com/fCHl2FbD4y
GLSL denoiser :https://github.com/BrutPitt/glslSmartDeNoise …
what worries about it is that the sample images are just photos with added noise, I wonder if it would work with low-sample raytraced images...
True!
The noise, for the examples, has been added, but I use (I created it for) this filter in #glChAoSP to produce "stardust" ("partilce-dust") effect
In the GLOW section is "bilateral threshold", or in #wglChAoSP is the only one GLOW filter
Live WebGL:
https://www.michelemorrone.eu/glchaosp/webGL.html …
I also created a ShaderToy example with a "naturally" grainy image: https://www.shadertoy.com/view/3dd3Wr
Just "particle-dust" effect image example: https://www.michelemorrone.eu/glchaosp/glowEffects.html#description … Anyway... I am interested in seeing if it also works with your raytracer
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