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Thanks, for reflectance data it is piecewise linear data baked to textures. Where I only have RGB I convert using the method by Brian Smits. Integration importance samples 3 wavelengths and traces them together (no dispersion yet).
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Are you using hero wavelength sampling for integration? Sampling 4 wavelengths rather than 3 significantly improves colour noise at no extra cost (assuming simd)
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I am importance sampling 3 wavelengths independently (the code does compare with hero wavelength sampling though). Is running on GPU so 3 wavelengths is a perf win vs 4. :)
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Ah so you’re doing CMIS, cool. Would be interesting to see if doing 4 wavelengths would still end up more efficient than 3 even though each path is higher cost - did you try that already?
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I did trace 4 for a while, but I think at the time colour noise was not my primary source of noise, so I switched to 3 to make some packing of data between shaders smaller. The switch was a while ago, but I could attempt to make the shaders support either again...
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