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Luoshuang's GPULightmass

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    "sparks"
    https://www.artstation.com/tomaszmuszynski

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      Most of modern path tracers use ray clamping (max sample intensity/max ray intensity) values to prevent fireflies. I am wondering of this GPULightmass uses it as well. If not, then that's what could be attributed to those blurred fireflies. It definitely should be used.
      https://www.artstation.com/artist/rawalanche

      Comment


        Originally posted by Muchasty View Post
        After some changes ( material One-Sided, replaced point light lines by spots ) Image look better, but still have some "sparks" mostly visible on the ceiling ( but is everywhere - mostly on walls )
        I believe this is more or less a bug in GPULightmass's adaptive sampler. Would you like to send me your scene (or a simplified version) for debugging?

        Originally posted by Rawalanche View Post
        Most of modern path tracers use ray clamping (max sample intensity/max ray intensity) values to prevent fireflies. I am wondering of this GPULightmass uses it as well. If not, then that's what could be attributed to those blurred fireflies. It definitely should be used.
        Ray clamping is most useful when handling glossy/specular and other 'spiky' BRDFs. For lightmap baking the scene is pure Lambertian diffuse so it is currently not used. Still, I would try it to see its effectiveness .

        Comment


          This looks really amazing. Any information on the CUDA version I need to have installed? I have 9.0176 and I got an error that said:
          "CUDA driver insufficient for CUDA runtime version"

          Comment


            Works with swarm DR ?

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              Do you plan to implement support for Precomputed AO-Mask (if it's possible)?
              https://www.artstation.com/chesire

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                Hi, encountered this issue when I am trying to build with GPU. Please help

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                  TZI9 look at the previous page

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                    Originally posted by lkkchung View Post
                    This looks really amazing. Any information on the CUDA version I need to have installed? I have 9.0176 and I got an error that said:
                    "CUDA driver insufficient for CUDA runtime version"
                    It's not your CUDA version, actually you don't even need CUDA SDK to be installed. It's your display driver version that is too low.

                    Comment


                      Thanks to Luoshuang problems have been fixed
                      https://www.artstation.com/tomaszmuszynski

                      Comment


                        Originally posted by Muchasty View Post
                        Thanks to Luoshuang problems have been fixed
                        How did you fix it?

                        Comment


                          Hey Muchasty how long took your bake?, excellent job btw!, and Luoshuang man!, you rock, just wanted to say, this should be a spotlight

                          Comment


                            The problem was two-sided material (replaced by one-sided ), not supported point light length ( replaced by spot), and sparks made from the one of LED emitter in my coffee machine model ( added node LightmassReplace to avoid bake cause all what is an emitter is used to add the light to the scene by the GPU Light mass).
                            Bake time 10 min. And I was very surprised when I saw that bake with active Swarm (I have prepared for net bake on CPUs) is made on all machines that have GPU on board in the network.
                            https://www.artstation.com/tomaszmuszynski

                            Comment


                              Originally posted by Muchasty View Post
                              The problem was two-sided material (replaced by one-sided ), not supported point light length ( replaced by spot), and sparks made from the one of LED emitter in my coffee machine model ( added node LightmassReplace to avoid bake cause all what is an emitter is used to add the light to the scene by the GPU Light mass).
                              Bake time 10 min. And I was very surprised when I saw that bake with active Swarm (I have prepared for net bake on CPUs) is made on all machines that have GPU on board in the network.
                              It also works if you set emissive boost to that staticmesh to be 0.0

                              Comment


                                Originally posted by Luoshuang View Post

                                I believe this is more or less a bug in GPULightmass's adaptive sampler. Would you like to send me your scene (or a simplified version) for debugging?



                                Ray clamping is most useful when handling glossy/specular and other 'spiky' BRDFs. For lightmap baking the scene is pure Lambertian diffuse so it is currently not used. Still, I would try it to see its effectiveness .
                                Actually, it will help tremendously even with purely diffuse surface. Let's say you have a strong sun light where small streak of light reaches deep part of the environment. If the sun is really strong, then variance of samples returned from that are will be significant.

                                Another very common case which can cause noise without ray clamping even in diffuse scenes are small and strong light sources very close to the surfaces.

                                On top of that, while I don't know how your GPU path tracing works, generally, GPU path tracers do not do ray branching, and they also generally don't support some irradiance/light caching for secondary bounces. In that case, having ray intensity clamping will actually help you that much more!

                                I have created two examples of the cases I've described above using offline renderer (Corona). All the offline renderers these days have ray clamping by default, set to some reasonable value (usually around 20, but for purpose of game engine, I think even 2 will be fine).

                                Here's example of the sunlight case with ray clamping values:
                                Ray clamping OFF:
                                Click image for larger version  Name:	RayClamp_OFF.jpg Views:	1 Size:	169.6 KB ID:	1465989
                                Ray clamping 20:
                                Click image for larger version  Name:	RayClamp_20.jpg Views:	1 Size:	167.1 KB ID:	1465992
                                Ray clamping 5:
                                Click image for larger version  Name:	RayClamp_5.jpg Views:	1 Size:	155.9 KB ID:	1465991
                                Ray clamping 2:
                                Click image for larger version  Name:	RayClamp_2.jpg Views:	1 Size:	139.9 KB ID:	1465990

                                And here is example of the other case, small strong light source near the surface:
                                Ray clamping off:
                                Click image for larger version  Name:	RC_OFF.jpg Views:	1 Size:	115.7 KB ID:	1465996
                                Ray clamping 20:
                                Click image for larger version  Name:	RC_20.jpg Views:	2 Size:	111.2 KB ID:	1465995
                                Ray clamping 5:
                                Click image for larger version  Name:	RC_5.jpg Views:	1 Size:	87.0 KB ID:	1465994
                                Ray clamping 2:
                                Click image for larger version  Name:	image_136082.jpg Views:	1 Size:	69.8 KB ID:	1465993

                                So I definitely think it would help you a lot

                                EDIT: You may want to right click and open the images in a new tab to see it better without excessive compression
                                Attached Files
                                https://www.artstation.com/artist/rawalanche

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