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On 9/19/21 7:09 PM, Samuel B. wrote:
> Here's the source code (minus luminous bloom):
Cool. Thank you for posting the code.
I used your scene to do a little crude bench-marking of my povr branch.
To create the attached image, I changed:
#declare RGBSun = srgb 1.3*<2, 1.99, 1.97>;
to
#declare RGBSun = srgb <1, 0.99, 0.97>;
#declare RGBSun = 2.7*RGBSun;
because my povr branch now doesn't allow srgb channel specifications
outside the 0-1 range.
Plus, I changed the crystal's normal to the povr branch's quilted normal
- but still scaled very small - and aiming for a blurred reflection.
Given you are using camera blur to over sample, I wanted to see how
povr's big jitter would compare time wise. The big jitter approach took
2.4x longer to render at +a0.0 +am2 +r4 +j62.111 than your blur samples
method of oversampling. I can tell from the render statistics I was too
aggressive at r4 - as I shot roughly 2.7x more rays. I'd say the mothods
are in the ballpark performance wise, with other differences in control
and result which might matter or not. FWIW.
Bill P.
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Attachments:
Download 'sam_.jpg' (47 KB)
Preview of image 'sam_.jpg'

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