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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 просмотров • 2 лет назад •via X (Twitter)

Комментарии: 9

Фото профиля Rhys
Rhys2 лет назад

This is so cool Max.

Фото профиля Max Liani
Max Liani2 лет назад

🙏 I am trying to get back in the rhythm.

Фото профиля SimonA
SimonA2 лет назад

Great to see you are back on workbench 😁

Фото профиля 𝘛𝘩𝘪𝘣𝘢𝘶𝘭𝘵 ➡️ 🦋 | 🐘
𝘛𝘩𝘪𝘣𝘢𝘶𝘭𝘵 ➡️ 🦋 | 🐘2 лет назад

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!

Фото профиля Max Liani
Max Liani2 лет назад

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.

Фото профиля Mauricio
Mauricio2 лет назад

Ship it.

Фото профиля IB
IB2 лет назад

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

Фото профиля Max Liani
Max Liani2 лет назад

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.

Фото профиля kane NVC
kane NVC2 лет назад

Cool and practical work, the elusive lighting makes it concrete

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