Hi Milan. - Thanks for your reply.
I think, that's the right stuff I'm looking for. - I will "dig in" as
fast as possible (after blender's my hobby, time is rare)
Question: Would your adaptive sampling build in in the official version
in future?
Am 19.11.18 um 19:52 schrieb Jaros Milan:
Hi,
I forgot link to OpenMPDevice:
https://developer.blender.org/D2396
Milan
Dne 19. 11. 2018 19:50 napsal uživatel Jaros Milan <[email protected]>:
Hi,
I tried some implementation:
https://developer.blender.org/D2662
You can see there is a problem with tiles. I changed scalar sample (in task,
tile, filter, ...) to vector of samples and it works ( I did not create a patch
yet ) - each pixel has own number of samples.
There is many method for stopping criterias I used most simple based on changes
of value in render-buffer.
There is other option which could help - using progressive rendering - check
OpenMPDevice ( the loop over samples could be outer loop of the loop over
pixels ). In this case the nonprogressive rendering takes same rendering time
like progressive rendering.
The next feature which could help is not using tilemanager but samplemanager (
each thread computes one sample ).
Best regards
Milan
Dne 19. 11. 2018 19:01 napsal uživatel Brecht Van Lommel
<[email protected]>:
We would like to add adaptive sampling, it's just a matter of someone
writing a good implementation which is not trivial.
On Thu, Nov 15, 2018 at 7:15 AM Kurt Weiss <[email protected]> wrote:
Sampling, Path Tracing:
Samples: e.g. 70.
Cycles renders all 70 Samples, regardless of whether the tile is
changing or not.
Often that's not neccessary in the main parts of the picture...
Maybe it's a idea to add a possibility to define a threshold by
comparing new an old images of the tile. (e.g. max. change of RGB value
in pixels)
Especially in areas where only background is present, the engine could
abort sampling after one or two samples. This would save a lot of time
at unattended rendering.
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