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.
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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!)
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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!
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...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
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...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
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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
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Replying to @renaudbedard
GLSL denoiser :https://github.com/BrutPitt/glslSmartDeNoise …
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Replying to @skaven_
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...
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Replying to @renaudbedard @skaven_
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 …1 reply 0 retweets 0 likes -
I also created a ShaderToy example with a "naturally" grainy image: https://www.shadertoy.com/view/3dd3Wr
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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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