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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....

39,074 görüntüleme • 1 yıl önce •via X (Twitter)

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Rhys profil fotoğrafı
Rhys1 yıl önce

This is so cool Max.

Max Liani profil fotoğrafı
Max Liani1 yıl önce

🙏 I am trying to get back in the rhythm.

SimonA profil fotoğrafı
SimonA1 yıl önce

Great to see you are back on workbench 😁

𝘛𝘩𝘪𝘣𝘢𝘶𝘭𝘵 ➡️ 🦋 | 🐘 profil fotoğrafı
𝘛𝘩𝘪𝘣𝘢𝘶𝘭𝘵 ➡️ 🦋 | 🐘1 yıl önce

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!

Max Liani profil fotoğrafı
Max Liani1 yıl önce

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.

Mauricio profil fotoğrafı
Mauricio1 yıl önce

Ship it.

IB profil fotoğrafı
IB1 yıl önce

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

Max Liani profil fotoğrafı
Max Liani1 yıl önce

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.

kane NVC profil fotoğrafı
kane NVC1 yıl önce

Cool and practical work, the elusive lighting makes it concrete

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