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tomvbussel
searching PlanetScale…
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tomvbussel
8y ago
Here is the full list of papers with links to preprints for the papers presented at SIGGRAPH 2018: http://kesen.realtimerendering.com/sig2018.html
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tomvbussel
8y ago
RenderMan traces ray streams of a few thousands rays (at least not millions like Disney's Hyperion), right? Does that really help that much with reducing the shading costs? It probably makes a large difference for shading the initial h
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tomvbussel
8y ago
Some context: During a panel on production renderers at SIGGRAPH [0] it was mentioned that most rendering research was not really usable for production rendering, as those algorithms are unable to handle the complexity of production scenes.
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tomvbussel
10y ago
The per-thread caches are not strictly necessary, but you don't want threads to block because they can't stream in geometry to memory. You want some upper bound on the amount of memory each thread needs for geometry (each thread c
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tomvbussel
10y ago
Yup, I meant paging geometry. The problem with just doing a two level BVH is that some models can be very large, while others may be much smaller, which makes it hard to reserve memory for the geometry cache (even if it just fits one model
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tomvbussel
10y ago
There's very little info in the Disney paper on geomapping, do you have any ideas on how they do it? I guess that you don't want to page in full models (as you either need a very large amount of memory per thread, which means smal
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tomvbussel
10y ago
Seems like it took them a few minutes per frame to render TS1 in 2011 [1], not sure if that's with the higher resolution. [1] https://www.quora.com/How-much-faster-would-it-be-to-render-...
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tomvbussel
11y ago
They gave Yelp two options: either disable crawling in robots.txt, which means that Yelp won't show up in Google's results at all, or accept that Google will copy Yelp reviews without linking back. This is quite similar to what Mi
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tomvbussel
11y ago
I wonder how they got that number. If getting Android notifications counts as 'using Facebook' then I'm one of those one billion.
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tomvbussel
11y ago
The same can be said about Windows, yet both the European Union and the United States accused Microsoft of abusing their monopoly by bundling Internet Explorer with Windows. This antitrust against Google is really similar.
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tomvbussel
11y ago
Google has a search engine monopoly (at least in Europe), this gives them the obligation not to abuse this. If they're using their monopoly to promote other services (such as when directly show Maps in the results, without offering oth
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tomvbussel
11y ago
I think this is aimed at middle/high school students. It probably can be interesting for adults, but I'd really recommend picking up a book such as Fundamentals of Computer Graphics by Shirley and Marschner [1]. [1] https:/&
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tomvbussel
11y ago
Yeah it was a great learning tool. pbrt is a good learning tool, but sadly it already implements most of the basics. Courses at Cornell and ETH Zürich used a small rendering framework called Nori [1], which is a pretty good learning tool. S
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tomvbussel
11y ago
I guess I didn't fully understand your post then, I thought you meant that the Reyes algorithm is an "inferior estimation" and that it might be beneficial to add it to a renderer, but neither is the case. But it isn't an
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tomvbussel
11y ago
The CG by UC Berkeley on EdX is a great starting point. One of the exercises involves building a simple ray tracer. A slightly more advanced source on ray tracing is http://www.scratchapixel.com/ . Of course the best way to
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tomvbussel
11y ago
The REYES algorithm is an algorithm that can very quickly produce batches of shading points (with the required information to shade them such as the viewing direction). It's not really a hack and you can still use path tracing (with BS
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tomvbussel
11y ago
It's a bit unfair to compare the speed of Mitsuba with the speed of Renderman. Mitsuba only has a simple KD-Tree (although highly optimized), while RenderMan most likely has a state of the art BVH, which utilizes SIMD instructions. Ren
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tomvbussel
11y ago
Mitsuba lacks a lot of features that are necessary for production: there is no proper support for hair (Mitsuba only has a simple Kajiya-Kay shader and no specialized acceleration structure for ray intersections), there is no support of sub
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tomvbussel
11y ago
ssize_t is not a part of the C++ standard, sadly.
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tomvbussel
11y ago
Most courses offer just the syllabus without any slides or notes on the ACM digital library. There were many other great courses, but most sadly haven't posted their slides and notes yet.
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Physically Based Shading in Theory and Practice
(blog.selfshadow.com)
81 points
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tomvbussel
11y ago
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5 comments
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tomvbussel
11y ago
Ask a random person if 1 and 0.999999... are the same number and most people will tell you they aren't the same number. Yet: 1 = 3 * (1/3) = 3 * 0.33333... = 0.99999... (they're also epsilon close for every epsilon larger tha
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tomvbussel
11y ago
I completely agree with you that the information in that paper is excellent and I think it's amazing that Disney is so willing to share so much information about their renderer, even though their sister company Pixar sells a renderer.
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tomvbussel
11y ago
Photon Mapping might be biased, but it's extremely easy to make it consistent by using the method outlined by Knaus and Zwicker [1]. Using that method photon mapping will converge to the right result. Even without progressive photon ma
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tomvbussel
11y ago
This web page is from this month, not 2013. They published a paper on the architecture of Hyperion in 2013, but that never received a lot of attention as it appeared out of the blue and it was published at a 'minor' conference. As
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tomvbussel
11y ago
I mostly agree with you. From an engineering standpoint I think that Hyperion is an amazing renderer and I'd love to dig into its source code. From an academic standpoint however I think that their paper on it wasn't very interest
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tomvbussel
11y ago
The REYES algorithm isn't really the problem, you can just generate an acceleration structure and shade each shading point using ray tracing [1]. The REYES algorithm is just an algorithm that generates shading points and determines in
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tomvbussel
11y ago
This is wrong. Ray tracing simply is a way to determine visibility between two points, just like the Z-buffer. Ray tracing won't produce a color on its own. Path tracing on the other hand is a method which uses ray tracing to solve the
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tomvbussel
11y ago
They're generating millions of rays to trace them at the same time, so they should be able to use packet tracing and they seem to use that [1]. Incoherent rays can be extremely troublesome when tracing packets, as you could be entering
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tomvbussel
11y ago
Hyperion is an amazing renderer. Normal renderers are limited by memory, but as Hyperion traces millions of rays at the same time they can exploit coherence between rays and they can load in and subdivide geometry on demand. It also allows
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