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Visualizing light paths differentials (actually, ray footprint / spread in this case). These are used in path tracing to compute texture filtering, among other things... and are too easy to botch in corner cases, resulting in bugs and performance issues that are hard to pin back to the cause....

39,160 Aufrufe • vor 2 Jahren •via X (Twitter)

9 Kommentare

Profilbild von Rhys
Rhysvor 2 Jahren

This is so cool Max.

Profilbild von Max Liani
Max Lianivor 2 Jahren

🙏 I am trying to get back in the rhythm.

Profilbild von SimonA
SimonAvor 2 Jahren

Great to see you are back on workbench 😁

Profilbild von 𝘛𝘩𝘪𝘣𝘢𝘶𝘭𝘵 ➡️ 🦋 | 🐘
𝘛𝘩𝘪𝘣𝘢𝘶𝘭𝘵 ➡️ 🦋 | 🐘vor 2 Jahren

Quick question about the ray "replay": do you actually store the "hit tree" for all pixels or do you re-compute it when requested ? If you store it, I'd be interested to see how large it is in memory!

Profilbild von Max Liani
Max Lianivor 2 Jahren

I recompute the exact same paths of the selected pixel with the instrumented version of the integrator kernel. Doing it for the whole image would be GBs and likely wouldn’t fit in memory. The way I do it I can store abundant information per path vertex without much to worry.

Profilbild von Mauricio
Mauriciovor 2 Jahren

Ship it.

Profilbild von IB
IBvor 2 Jahren

How do you account for the BRDF and surface roughness when computing spread?

Profilbild von Max Liani
Max Lianivor 2 Jahren

Integrators tend to be implemented to sample solid angles. The solid angle of a cone half angle is: Ω = 2 π(1-cos θ) The probability density of sampling a BRDF is to a factor reciprocal to the sampled solid angle. You probably need to clamp the pdf for values lower than 1. This is an approximation, but a reasonable starting point.

Profilbild von kane NVC
kane NVCvor 2 Jahren

Cool and practical work, the elusive lighting makes it concrete

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