Originally posted by Luoshuang
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Originally posted by Norman3D View Post
I think I'm getting closer to the problem. The GPU calculation gets stuck, the GPU stops working, but Lightmass.exe sits at 62% CPU usage. This only happens when I'm using "Sparse Volume Lighting Samples". Are these supported?
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Originally posted by Luoshuang View Post
Sparse Volume Lighting Samples are computed entirely on CPU now. I believe it should be the problem.
By the way, the results are amazing!!!!
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Originally posted by Norman3D View Post
I see! Does that mean the lighting needs to be recalculated entirely on CPU for the Sparse Volume Lighting Samples to work? I'm just trying to get an idea of how long it should take, as it seems to take forever and there is no output on the log giving me an idea that progress is indeed happening.
By the way, the results are amazing!!!!
Edit: maybe I can come up with a quick fix to move their caluclation onto GPU
Do you have screenshots for your amazing results? =)Last edited by Luoshuang; 04-13-2018, 07:06 AM.
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Originally posted by Luoshuang View Post
Unfortunately, yes. In fact the recalculation is not implemented so currently Sparse Volume Lighting Samples won't compute properly (they'll simply turn black, or only have direct lighting).
Do you have screenshots for your amazing results? =)
EDIT: Maybe your inbox is full?Last edited by Norman3D; 04-13-2018, 07:30 AM.
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Originally posted by Norman3D View Post
Got it!
Originally posted by StrangeLove13 View PostThis looks great! Is there any chance for an AMD supported version in the future?
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I've updated the Adaptive Hemisphere Sampler of GPULightmass's Brute Force GI Engine. Please redownload.
Also there are some screenshots of Brute Force (GPULightmass) vs Irradiance Caching (Lightmass, default production quality):
2min50s (GTX1080) vs 8min10s (i7-6700k), Simplified SunTemple
If you look at the timings only then it is not very impressive. However the quality has a big difference. If you want to tweak Lightmass parameters so that it prduces same quality images as GPULightmass then I believe it'll be at least 10x slower:
The downside is GPULightmass has noise while Irradiance Caching has 'built-in' smoothing. While a denoiser is definitely on the plan, I'm still working on the sampling algorithm to get better quality samples.
Edit 04/14/2018: I made some changes to the sampler to suppress the artifacts on the wall:
Last edited by Luoshuang; 04-14-2018, 10:51 PM.
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