POV-Ray : Newsgroups : povray.binaries.images : Stochastic Global Illumination Server Time
10 Oct 2026 21:53:44 EDT (-0400)
  Stochastic Global Illumination (Message 1 to 27 of 27)  
From: clipka
Subject: Stochastic Global Illumination
Date: 23 Jul 2014 19:27:57
Message: <53d044fd@news.povray.org>
I'm currently implementing a new UberPOV feature that allows bypassing 
the caching of radiosity samples, effectively resulting in purely 
stochastic unbiased Global Illumination computation. (See recent 
discussion on povray.unofficial.patches.)

The first image shows the cornell.pov radiosity sample scene, with 
slight modifications to the radiosity settings to eliminate artifacts. 
The scene rendered at 3018 pps on my machine. Anti-aliasing was set to 
+am2 +a0.3.

The second image shows virtually the same scene, but with radiosity 
caching disabled, the radiosity count parameter set to a much lower 
value, and rendered with UberPOV's oversampling ("anti-aliasing") mode 3 
with settings chosen to render in about the same time; speed was 3076 
pps in this case. Oversampling was set to +am3 +a0.056 +ac0.9.

The third image shows exactly the same scene as the second one, but with 
+a0.01 (in mode 3, this specifies the accepted noise level). Render 
quality has obviously indreased, but so has render time: With these 
settings, the scene rendered at only 229 pps.

It should be noted that relatively simple scenes with plenty of even 
surfaces are easy prey for the radiosity algorithm, so it is no surprise 
that this new feature's performance compares quite poor with this scene.


Some benefits of this approach over radiosity:

- Much lower memory footprint especially at high-quality settings.
- Much fewer interdependent quality settings to mess around with.
- No systematic limitations to quality; the result can always be 
improved simply by using more aggressive oversampling.
- Unlike radiosity, the algorithm does not require any communication 
between threads, and will therefore scale effortlessly in a distributed 
rendering environment.
- It is well-suited for a "keep investing render time until I like the 
output" mode of operation.


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Attachments:
Download 'cornell_rad.png' (77 KB) Download 'cornell_st.png' (313 KB) Download 'cornell_st01.png' (226 KB)

Preview of image 'cornell_rad.png'
cornell_rad.png

Preview of image 'cornell_st.png'
cornell_st.png

Preview of image 'cornell_st01.png'
cornell_st01.png


 

From: clipka
Subject: Re: Stochastic Global Illumination
Date: 23 Jul 2014 19:51:06
Message: <53d04a6a@news.povray.org>
Am 24.07.2014 01:27, schrieb clipka:

> It should be noted that relatively simple scenes with plenty of even
> surfaces are easy prey for the radiosity algorithm, so it is no surprise
> that this new feature's performance compares quite poor with this scene.

The radiosity3.pov sample scene, for instance, already shows some 
weaknesses of radiosity; at 800x600 pixels, it takes a good deal of 
tweaking to get reasonable quality. For recursion_limit 2, I ended up 
with settings that gave a rendering speed of 5517 pps.

The other image shows what the new UberPOV patch can do without any 
serious tweaking at 5714 pps.


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Attachments:
Download 'radiosity3_rad.png' (158 KB) Download 'radiosity3_st.png' (451 KB)

Preview of image 'radiosity3_rad.png'
radiosity3_rad.png

Preview of image 'radiosity3_st.png'
radiosity3_st.png


 

From: scott
Subject: Re: Stochastic Global Illumination
Date: 24 Jul 2014 03:37:15
Message: <53d0b7ab$1@news.povray.org>
> The second image shows virtually the same scene, but with radiosity
> caching disabled, the radiosity count parameter set to a much lower
> value, and rendered with UberPOV's oversampling ("anti-aliasing") mode 3
> with settings chosen to render in about the same time; speed was 3076
> pps in this case. Oversampling was set to +am3 +a0.056 +ac0.9.

Looks very good. What is the keyword needed to disable radiosity caching 
and what does the +ac value mean?


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From: clipka
Subject: Re: Stochastic Global Illumination
Date: 24 Jul 2014 04:27:25
Message: <53d0c36d$1@news.povray.org>
Am 24.07.2014 09:37, schrieb scott:
>> The second image shows virtually the same scene, but with radiosity
>> caching disabled, the radiosity count parameter set to a much lower
>> value, and rendered with UberPOV's oversampling ("anti-aliasing") mode 3
>> with settings chosen to render in about the same time; speed was 3076
>> pps in this case. Oversampling was set to +am3 +a0.056 +ac0.9.
>
> Looks very good. What is the keyword needed to disable radiosity caching
> and what does the +ac value mean?

To disable caching, just add the keyword "no_cache" to the radiosity 
block. Make sure to not set the "count" parameter too high - a value as 
low as 10 is perfectly ok for this approach.

As for the mode 3 oversampling, this mode is driven by a stochastic 
algorithm, similar to focal blur; the +a parameter specifies the 
/variance/, and the +ac parameter specifies the /confidence/.

In layman's terms, the mode 3 is all about estimates: While it renders 
pixels over and over again, it estimates (A) the colour of the pixel, 
(B) the error in the estimated colour, i.e. how much it still differs 
from the actual value, and (C) the reliability of the error estimate. 
The +a parameter specifies the maximum estimated error you are willing 
to accept, while the +ac parameter specifies the minimum reliability you 
demand for that error estimate.

In even simpler terms, the +a parameter affects the amount of general 
noise in the resulting image, while the +ac parameter affects the amount 
of speckle artifacts.

(Last not least, the +r parameter puts a hard maximum on the number of 
samples per pixel. The effective limit is 4 to the power of the 
parameter value, making it approximately the same as for a worst-case 
scenario in anti-aliasing mode 2.)


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From: scott
Subject: Re: Stochastic Global Illumination
Date: 24 Jul 2014 05:02:02
Message: <53d0cb8a$1@news.povray.org>
> To disable caching, just add the keyword "no_cache" to the radiosity
> block. Make sure to not set the "count" parameter too high - a value as
> low as 10 is perfectly ok for this approach.
>
> As for the mode 3 oversampling, this mode is driven by a stochastic
> algorithm, similar to focal blur; the +a parameter specifies the
> /variance/, and the +ac parameter specifies the /confidence/.
>
> In layman's terms, the mode 3 is all about estimates: While it renders
> pixels over and over again, it estimates (A) the colour of the pixel,
> (B) the error in the estimated colour, i.e. how much it still differs
> from the actual value, and (C) the reliability of the error estimate.
> The +a parameter specifies the maximum estimated error you are willing
> to accept, while the +ac parameter specifies the minimum reliability you
> demand for that error estimate.
>
> In even simpler terms, the +a parameter affects the amount of general
> noise in the resulting image, while the +ac parameter affects the amount
> of speckle artifacts.
>
> (Last not least, the +r parameter puts a hard maximum on the number of
> samples per pixel. The effective limit is 4 to the power of the
> parameter value, making it approximately the same as for a worst-case
> scenario in anti-aliasing mode 2.)

Thanks, I look forward to having a play. I will have to dig out my 
original scene of a TV stand that just refused to work with radiosity 
and led me to MCpov  in the first place.


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From: James Holsenback
Subject: Re: Stochastic Global Illumination
Date: 24 Jul 2014 05:13:05
Message: <53d0ce21$1@news.povray.org>
On 07/24/2014 04:27 AM, clipka wrote:
> Am 24.07.2014 09:37, schrieb scott:
>>> The second image shows virtually the same scene, but with radiosity
>>> caching disabled, the radiosity count parameter set to a much lower
>>> value, and rendered with UberPOV's oversampling ("anti-aliasing") mode 3
>>> with settings chosen to render in about the same time; speed was 3076
>>> pps in this case. Oversampling was set to +am3 +a0.056 +ac0.9.
>>
>> Looks very good. What is the keyword needed to disable radiosity caching
>> and what does the +ac value mean?
>
> To disable caching, just add the keyword "no_cache" to the radiosity
> block. Make sure to not set the "count" parameter too high - a value as
> low as 10 is perfectly ok for this approach.

Hmmm ... I'm getting an error

File 'Work.pov' line 86: Parse Error: No matching } in 'radiosity', 
undeclared
  identifier 'no_cache' found instead
Fatal error in parser: Cannot parse input.
Render failed


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From: scott
Subject: Re: Stochastic Global Illumination
Date: 24 Jul 2014 05:29:24
Message: <53d0d1f4$1@news.povray.org>
>> To disable caching, just add the keyword "no_cache" to the radiosity
>> block. Make sure to not set the "count" parameter too high - a value as
>> low as 10 is perfectly ok for this approach.
>
> Hmmm ... I'm getting an error
>
> File 'Work.pov' line 86: Parse Error: No matching } in 'radiosity',
> undeclared
>   identifier 'no_cache' found instead
> Fatal error in parser: Cannot parse input.
> Render failed

Hmmm works OK here - are you sure you're running the latest executable?


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From: James Holsenback
Subject: Re: Stochastic Global Illumination
Date: 24 Jul 2014 05:42:48
Message: <53d0d518$1@news.povray.org>
On 07/24/2014 05:29 AM, scott wrote:
>>> To disable caching, just add the keyword "no_cache" to the radiosity
>>> block. Make sure to not set the "count" parameter too high - a value as
>>> low as 10 is perfectly ok for this approach.
>>
>> Hmmm ... I'm getting an error
>>
>> File 'Work.pov' line 86: Parse Error: No matching } in 'radiosity',
>> undeclared
>>   identifier 'no_cache' found instead
>> Fatal error in parser: Cannot parse input.
>> Render failed
>
> Hmmm works OK here - are you sure you're running the latest executable?
>

relatively sure ... i already had git repo defined so all i had to do 
was: git pull develop develop to update. make was showing the same 
warnings that I reported in "Perfect Polish" thread, and version shows: 
UberPOV 1.37-dev


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From: scott
Subject: Re: Stochastic Global Illumination
Date: 24 Jul 2014 05:57:03
Message: <53d0d86f$1@news.povray.org>
> relatively sure ... i already had git repo defined so all i had to do
> was: git pull develop develop to update. make was showing the same
> warnings that I reported in "Perfect Polish" thread, and version shows:
> UberPOV 1.37-dev

Oh ok, I just took the windows binary, that might explain it.


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From: clipka
Subject: Re: Stochastic Global Illumination
Date: 24 Jul 2014 09:50:10
Message: <53d10f12@news.povray.org>
Am 24.07.2014 11:42, schrieb James Holsenback:
> On 07/24/2014 05:29 AM, scott wrote:
>>>> To disable caching, just add the keyword "no_cache" to the radiosity
>>>> block. Make sure to not set the "count" parameter too high - a value as
>>>> low as 10 is perfectly ok for this approach.
>>>
>>> Hmmm ... I'm getting an error
>>>
>>> File 'Work.pov' line 86: Parse Error: No matching } in 'radiosity',
>>> undeclared
>>>   identifier 'no_cache' found instead
>>> Fatal error in parser: Cannot parse input.
>>> Render failed
>>
>> Hmmm works OK here - are you sure you're running the latest executable?
>>
>
> relatively sure ... i already had git repo defined so all i had to do
> was: git pull develop develop to update. make was showing the same
> warnings that I reported in "Perfect Polish" thread, and version shows:
> UberPOV 1.37-dev

"UberPOV 1.37-dev" can be virtually anything; I suggest fetching the 
official v1.37.0.0-beta.6 sources.

(Or pull the develop branch again... it so happens that I hadn't pushed 
the latest changes to that branch yet, just the master branch. Whoops.)


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From: James Holsenback
Subject: Re: Stochastic Global Illumination
Date: 24 Jul 2014 11:47:16
Message: <53d12a84$1@news.povray.org>
On 07/24/2014 09:50 AM, clipka wrote:
> Am 24.07.2014 11:42, schrieb James Holsenback:
>> On 07/24/2014 05:29 AM, scott wrote:
>>>>> To disable caching, just add the keyword "no_cache" to the radiosity
>>>>> block. Make sure to not set the "count" parameter too high - a
>>>>> value as
>>>>> low as 10 is perfectly ok for this approach.
>>>>
>>>> Hmmm ... I'm getting an error
>>>>
>>>> File 'Work.pov' line 86: Parse Error: No matching } in 'radiosity',
>>>> undeclared
>>>>   identifier 'no_cache' found instead
>>>> Fatal error in parser: Cannot parse input.
>>>> Render failed
>>>
>>> Hmmm works OK here - are you sure you're running the latest executable?
>>>
>>
>> relatively sure ... i already had git repo defined so all i had to do
>> was: git pull develop develop to update. make was showing the same
>> warnings that I reported in "Perfect Polish" thread, and version shows:
>> UberPOV 1.37-dev
>
> "UberPOV 1.37-dev" can be virtually anything; I suggest fetching the
> official v1.37.0.0-beta.6 sources.
>
> (Or pull the develop branch again... it so happens that I hadn't pushed
> the latest changes to that branch yet, just the master branch. Whoops.)
>

Hmmmm ... when I'm looking at: 
https://github.com/UberPOV/UberPOV/tree/develop

I see this hash:
784444e26b841d91118af7ca26a5f1ffefe60dbc

with this description:
Merge branch 'release/v1.37.0.0-beta.6' into develop

time stamped 13hrs ago

so doing 'git pull develop develop' /should/ have done trick.


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From: James Holsenback
Subject: Re: Stochastic Global Illumination
Date: 24 Jul 2014 12:21:04
Message: <53d13270$1@news.povray.org>
On 07/24/2014 11:47 AM, James Holsenback wrote:
> On 07/24/2014 09:50 AM, clipka wrote:
>> Am 24.07.2014 11:42, schrieb James Holsenback:
>>> On 07/24/2014 05:29 AM, scott wrote:
>>>>>> To disable caching, just add the keyword "no_cache" to the radiosity
>>>>>> block. Make sure to not set the "count" parameter too high - a
>>>>>> value as
>>>>>> low as 10 is perfectly ok for this approach.
>>>>>
>>>>> Hmmm ... I'm getting an error
>>>>>
>>>>> File 'Work.pov' line 86: Parse Error: No matching } in 'radiosity',
>>>>> undeclared
>>>>>   identifier 'no_cache' found instead
>>>>> Fatal error in parser: Cannot parse input.
>>>>> Render failed
>>>>
>>>> Hmmm works OK here - are you sure you're running the latest executable?
>>>>
>>>
>>> relatively sure ... i already had git repo defined so all i had to do
>>> was: git pull develop develop to update. make was showing the same
>>> warnings that I reported in "Perfect Polish" thread, and version shows:
>>> UberPOV 1.37-dev
>>
>> "UberPOV 1.37-dev" can be virtually anything; I suggest fetching the
>> official v1.37.0.0-beta.6 sources.
>>
>> (Or pull the develop branch again... it so happens that I hadn't pushed
>> the latest changes to that branch yet, just the master branch. Whoops.)
>>
>
> Hmmmm ... when I'm looking at:
> https://github.com/UberPOV/UberPOV/tree/develop
>
> I see this hash:
> 784444e26b841d91118af7ca26a5f1ffefe60dbc
>
> with this description:
> Merge branch 'release/v1.37.0.0-beta.6' into develop
>
> time stamped 13hrs ago
>
> so doing 'git pull develop develop' /should/ have done trick.

my local repo must have gotten out of sync because i nuked it then 
reinitialized it and now uberpov --version returns:

UberPOV 1.37.0.0-beta.6


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From: clipka
Subject: Re: Stochastic Global Illumination
Date: 24 Jul 2014 13:10:23
Message: <53d13dff@news.povray.org>
Am 24.07.2014 17:47, schrieb James Holsenback:

> Hmmmm ... when I'm looking at:
> https://github.com/UberPOV/UberPOV/tree/develop
>
> I see this hash:
> 784444e26b841d91118af7ca26a5f1ffefe60dbc
>
> with this description:
> Merge branch 'release/v1.37.0.0-beta.6' into develop
>
> time stamped 13hrs ago

Yes - that's indeed when I did the merge...
.. Locally.

> so doing 'git pull develop develop' /should/ have done trick.

if you had pulled right from my local computer, then yes :-P


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From: James Holsenback
Subject: Re: Stochastic Global Illumination
Date: 24 Jul 2014 13:15:47
Message: <53d13f43@news.povray.org>
On 07/24/2014 01:10 PM, clipka wrote:
> Am 24.07.2014 17:47, schrieb James Holsenback:
>
>> Hmmmm ... when I'm looking at:
>> https://github.com/UberPOV/UberPOV/tree/develop
>>
>> I see this hash:
>> 784444e26b841d91118af7ca26a5f1ffefe60dbc
>>
>> with this description:
>> Merge branch 'release/v1.37.0.0-beta.6' into develop
>>
>> time stamped 13hrs ago
>
> Yes - that's indeed when I did the merge...
> .. Locally.
>
>> so doing 'git pull develop develop' /should/ have done trick.
>
> if you had pulled right from my local computer, then yes :-P
>

ruh???


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From: James Holsenback
Subject: Re: Stochastic Global Illumination
Date: 24 Jul 2014 13:48:41
Message: <53d146f9@news.povray.org>
On 07/24/2014 01:10 PM, clipka wrote:
> Am 24.07.2014 17:47, schrieb James Holsenback:
>
>> Hmmmm ... when I'm looking at:
>> https://github.com/UberPOV/UberPOV/tree/develop
>>
>> I see this hash:
>> 784444e26b841d91118af7ca26a5f1ffefe60dbc
>>
>> with this description:
>> Merge branch 'release/v1.37.0.0-beta.6' into develop
>>
>> time stamped 13hrs ago
>
> Yes - that's indeed when I did the merge...
> .. Locally.
>
>> so doing 'git pull develop develop' /should/ have done trick.
>
> if you had pulled right from my local computer, then yes :-P
>

just got your meaning ... ok, so i'm slow today :-P


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From: clipka
Subject: Re: Stochastic Global Illumination
Date: 24 Jul 2014 13:52:31
Message: <53d147df@news.povray.org>
Am 24.07.2014 19:15, schrieb James Holsenback:
> On 07/24/2014 01:10 PM, clipka wrote:
>> Am 24.07.2014 17:47, schrieb James Holsenback:
>>
>>> Hmmmm ... when I'm looking at:
>>> https://github.com/UberPOV/UberPOV/tree/develop
>>>
>>> I see this hash:
>>> 784444e26b841d91118af7ca26a5f1ffefe60dbc
>>>
>>> with this description:
>>> Merge branch 'release/v1.37.0.0-beta.6' into develop
>>>
>>> time stamped 13hrs ago
>>
>> Yes - that's indeed when I did the merge...
>> .. Locally.
>>
>>> so doing 'git pull develop develop' /should/ have done trick.
>>
>> if you had pulled right from my local computer, then yes :-P
>>
>
> ruh???

Okay, I take this as an indication that you're not /too/ familiar with 
the distributed nature of the Git revision control system. ;-)

In contrast to Perforce, where you only have one central repository, in 
Git you have plenty of them. And none of them is any more authoritative 
than the other.

When you do a "git pull", you're actually performing a (unidirectional) 
sync of a local repository on your machine with whatever repository you 
told git to typically sync with; that means you apply to your local repo 
all the commits to the remote ("origin") repo since the previous pull. 
(Note that this requires that you haven't made any changes to the 
respective branch in your local repo. If that happens, you need to 
reconcile the two repos by applying a merge to both.)

(Note that your local working directory is /not/ your local repo. The 
local repo instead resides in the ".git" directory therein.)

Likewise, I also have a local repo on my machine (I actually can't avoid 
that). When I make changes to the code, I first commit them to the local 
repo. I can also merge branches in the local repo. Only when I'm happy 
with it all, I will "push" the local changes to the remote repo on 
GitHub, i.e. apply all the local commits to the "origin" repo. (Again 
this requires that nobody else has made any changes to the respective 
branch on the origin repo. If that happens, a reconciliatory merge is 
required again.)

It's also possible to propagate commits between repos "sideways", i.e. 
without one of the repos being the "origin" of the other, provided that 
there is /some/ common history in both repos; any history in between 
will automatically be propagated as well.

When changes are propagated from one repo to another, the original 
information of that change is propagated as well, including the time and 
date of the commit.


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From: clipka
Subject: Re: Stochastic Global Illumination
Date: 24 Jul 2014 13:55:28
Message: <53d14890$1@news.povray.org>
Am 24.07.2014 19:48, schrieb James Holsenback:
> On 07/24/2014 01:10 PM, clipka wrote:
>> Am 24.07.2014 17:47, schrieb James Holsenback:
>>
>>> Hmmmm ... when I'm looking at:
>>> https://github.com/UberPOV/UberPOV/tree/develop
>>>
>>> I see this hash:
>>> 784444e26b841d91118af7ca26a5f1ffefe60dbc
>>>
>>> with this description:
>>> Merge branch 'release/v1.37.0.0-beta.6' into develop
>>>
>>> time stamped 13hrs ago
>>
>> Yes - that's indeed when I did the merge...
>> .. Locally.
>>
>>> so doing 'git pull develop develop' /should/ have done trick.
>>
>> if you had pulled right from my local computer, then yes :-P
>>
>
> just got your meaning ... ok, so i'm slow today :-P

Well, in this case you were actually faster than I was, at least as far 
as the pulling and pushing is concerned ;-)


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From: James Holsenback
Subject: Re: Stochastic Global Illumination
Date: 24 Jul 2014 16:58:06
Message: <53d1735e@news.povray.org>
On 07/24/2014 01:52 PM, clipka wrote:
> Am 24.07.2014 19:15, schrieb James Holsenback:
>> On 07/24/2014 01:10 PM, clipka wrote:
>>> Am 24.07.2014 17:47, schrieb James Holsenback:
>>>
>>>> Hmmmm ... when I'm looking at:
>>>> https://github.com/UberPOV/UberPOV/tree/develop
>>>>
>>>> I see this hash:
>>>> 784444e26b841d91118af7ca26a5f1ffefe60dbc
>>>>
>>>> with this description:
>>>> Merge branch 'release/v1.37.0.0-beta.6' into develop
>>>>
>>>> time stamped 13hrs ago
>>>
>>> Yes - that's indeed when I did the merge...
>>> .. Locally.
>>>
>>>> so doing 'git pull develop develop' /should/ have done trick.
>>>
>>> if you had pulled right from my local computer, then yes :-P
>>>
>>
>> ruh???
>
> Okay, I take this as an indication that you're not /too/ familiar with
> the distributed nature of the Git revision control system. ;-)

nope you'd be wrong ... aware of .git directory, it get's created for 
the 1st time when 'git init' is issued. contains all kind of useful info 
about what revision (commits) have been pulled, so that when 'git pull 
develop develop' is all that's needed to get updates. as i eluded in 
other responses think i simply pulled before you had a chance to update 
the 'develop' branch ... i'm good to go


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From: Thomas de Groot
Subject: Re: Stochastic Global Illumination
Date: 25 Jul 2014 03:23:27
Message: <53d205ef$1@news.povray.org>
On 24-7-2014 19:55, clipka wrote:
> Well, in this case you were actually faster than I was, at least as far
> as the pulling and pushing is concerned ;-)
>

Hey guys, cool down! Stop that pushing and pulling around now! Somebody 
is going to get hurt! :-)

Thomas


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From: clipka
Subject: Re: Stochastic Global Illumination
Date: 25 Jul 2014 18:39:34
Message: <53d2dca6$1@news.povray.org>
Am 25.07.2014 09:23, schrieb Thomas de Groot:
> On 24-7-2014 19:55, clipka wrote:
>> Well, in this case you were actually faster than I was, at least as far
>> as the pulling and pushing is concerned ;-)
>>
>
> Hey guys, cool down! Stop that pushing and pulling around now! Somebody
> is going to get hurt! :-)

Only the code, Thomas. Only the code...


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From: James Holsenback
Subject: Re: Stochastic Global Illumination
Date: 4 Aug 2014 06:05:54
Message: <53df5b02@news.povray.org>
On 07/23/2014 07:27 PM, clipka wrote:
> I'm currently implementing a new UberPOV feature that allows bypassing
> the caching of radiosity samples, effectively resulting in purely
> stochastic unbiased Global Illumination computation. (See recent
> discussion on povray.unofficial.patches.)

here's the image that prompted my parameter question in p.u.patches ... 
the alcove is made of box primitives and has cylinders to round the 
insides of the corners, used merge not union.


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From: clipka
Subject: Re: Stochastic Global Illumination
Date: 4 Aug 2014 06:58:11
Message: <53df6743@news.povray.org>
Am 04.08.2014 12:04, schrieb James Holsenback:
> On 07/23/2014 07:27 PM, clipka wrote:
>> I'm currently implementing a new UberPOV feature that allows bypassing
>> the caching of radiosity samples, effectively resulting in purely
>> stochastic unbiased Global Illumination computation. (See recent
>> discussion on povray.unofficial.patches.)
>
> here's the image that prompted my parameter question in p.u.patches ...
> the alcove is made of box primitives and has cylinders to round the
> insides of the corners, used merge not union.

I think what you're seeing is not an artifact at all.

A surface like the floor typically gets darker near other surfaces such 
as the wall; but the strength of this effect depends on the wall's 
brightness. A very bright wall - whether just due to its colour or also 
due to the angle of illumination - may cause the floor nearby to even 
become /brighter/ than elsewhere, while a very dark wall - whether just 
due to its colour, angle of illumination or shadows - will cause the 
nearby floor to become /extremely/ dark.


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From: James Holsenback
Subject: Re: Stochastic Global Illumination
Date: 4 Aug 2014 07:33:17
Message: <53df6f7d@news.povray.org>
On 08/04/2014 06:57 AM, clipka wrote:
> Am 04.08.2014 12:04, schrieb James Holsenback:
>> On 07/23/2014 07:27 PM, clipka wrote:
>>> I'm currently implementing a new UberPOV feature that allows bypassing
>>> the caching of radiosity samples, effectively resulting in purely
>>> stochastic unbiased Global Illumination computation. (See recent
>>> discussion on povray.unofficial.patches.)
>>
>> here's the image that prompted my parameter question in p.u.patches ...
>> the alcove is made of box primitives and has cylinders to round the
>> insides of the corners, used merge not union.
>
> I think what you're seeing is not an artifact at all.
>
> A surface like the floor typically gets darker near other surfaces such
> as the wall; but the strength of this effect depends on the wall's
> brightness. A very bright wall - whether just due to its colour or also
> due to the angle of illumination - may cause the floor nearby to even
> become /brighter/ than elsewhere, while a very dark wall - whether just
> due to its colour, angle of illumination or shadows - will cause the
> nearby floor to become /extremely/ dark.
>

Hmmm ... ok then just for sake of discussion here's how

#include "rad_def.inc"
Rad_Settings(Radiosity_Fast, off, off)

handles things


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From: clipka
Subject: Re: Stochastic Global Illumination
Date: 4 Aug 2014 07:49:40
Message: <53df7354@news.povray.org>
Am 04.08.2014 13:31, schrieb James Holsenback:
> On 08/04/2014 06:57 AM, clipka wrote:
>> Am 04.08.2014 12:04, schrieb James Holsenback:
>>> On 07/23/2014 07:27 PM, clipka wrote:
>>>> I'm currently implementing a new UberPOV feature that allows bypassing
>>>> the caching of radiosity samples, effectively resulting in purely
>>>> stochastic unbiased Global Illumination computation. (See recent
>>>> discussion on povray.unofficial.patches.)
>>>
>>> here's the image that prompted my parameter question in p.u.patches ...
>>> the alcove is made of box primitives and has cylinders to round the
>>> insides of the corners, used merge not union.
>>
>> I think what you're seeing is not an artifact at all.
>>
>> A surface like the floor typically gets darker near other surfaces such
>> as the wall; but the strength of this effect depends on the wall's
>> brightness. A very bright wall - whether just due to its colour or also
>> due to the angle of illumination - may cause the floor nearby to even
>> become /brighter/ than elsewhere, while a very dark wall - whether just
>> due to its colour, angle of illumination or shadows - will cause the
>> nearby floor to become /extremely/ dark.
>>
>
> Hmmm ... ok then just for sake of discussion here's how
>
> #include "rad_def.inc"
> Rad_Settings(Radiosity_Fast, off, off)
>
> handles things

... because it happens to utterly miscompute it.

Use more pretrace steps and a lower error_bound for starters.


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From: James Holsenback
Subject: Re: Stochastic Global Illumination
Date: 4 Aug 2014 08:01:44
Message: <53df7628$1@news.povray.org>
On 08/04/2014 07:49 AM, clipka wrote:
> Am 04.08.2014 13:31, schrieb James Holsenback:
>> On 08/04/2014 06:57 AM, clipka wrote:
>>> Am 04.08.2014 12:04, schrieb James Holsenback:
>>>> On 07/23/2014 07:27 PM, clipka wrote:
>>>>> I'm currently implementing a new UberPOV feature that allows bypassing
>>>>> the caching of radiosity samples, effectively resulting in purely
>>>>> stochastic unbiased Global Illumination computation. (See recent
>>>>> discussion on povray.unofficial.patches.)
>>>>
>>>> here's the image that prompted my parameter question in p.u.patches ...
>>>> the alcove is made of box primitives and has cylinders to round the
>>>> insides of the corners, used merge not union.
>>>
>>> I think what you're seeing is not an artifact at all.
>>>
>>> A surface like the floor typically gets darker near other surfaces such
>>> as the wall; but the strength of this effect depends on the wall's
>>> brightness. A very bright wall - whether just due to its colour or also
>>> due to the angle of illumination - may cause the floor nearby to even
>>> become /brighter/ than elsewhere, while a very dark wall - whether just
>>> due to its colour, angle of illumination or shadows - will cause the
>>> nearby floor to become /extremely/ dark.
>>>
>>
>> Hmmm ... ok then just for sake of discussion here's how
>>
>> #include "rad_def.inc"
>> Rad_Settings(Radiosity_Fast, off, off)
>>
>> handles things
>
> ... because it happens to utterly miscompute it.
>
> Use more pretrace steps and a lower error_bound for starters.
>

well yeah ... my point was to compare no_cache with bare bones radiosity 
settings. i'm thinking it (rad) get's closer with what amounts to "quick 
pass" settings.


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From: clipka
Subject: Re: Stochastic Global Illumination
Date: 4 Aug 2014 08:20:48
Message: <53df7aa0@news.povray.org>
Am 04.08.2014 14:01, schrieb James Holsenback:

> well yeah ... my point was to compare no_cache with bare bones radiosity
> settings. i'm thinking it (rad) get's closer with what amounts to "quick
> pass" settings.

Compare in what sense? Render speed? Quality? The settings to use?


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From: James Holsenback
Subject: Re: Stochastic Global Illumination
Date: 4 Aug 2014 12:54:16
Message: <53dfbab8$1@news.povray.org>
On 08/04/2014 07:49 AM, clipka wrote:
> Am 04.08.2014 13:31, schrieb James Holsenback:
>> On 08/04/2014 06:57 AM, clipka wrote:
>>> Am 04.08.2014 12:04, schrieb James Holsenback:
>>>> On 07/23/2014 07:27 PM, clipka wrote:
>>>>> I'm currently implementing a new UberPOV feature that allows bypassing
>>>>> the caching of radiosity samples, effectively resulting in purely
>>>>> stochastic unbiased Global Illumination computation. (See recent
>>>>> discussion on povray.unofficial.patches.)
>>>>
>>>> here's the image that prompted my parameter question in p.u.patches ...
>>>> the alcove is made of box primitives and has cylinders to round the
>>>> insides of the corners, used merge not union.
>>>
>>> I think what you're seeing is not an artifact at all.

agreed ... lack of light sounds better. changed spotlight to point light 
and looks closer to what i'd expect, so then changed radius and falloff 
a couple of times until it looked right. the values causing problem were 
arrived at by backing off the camera and settled on values that 
illuminated the test object and alcove, so i can't explain why the 
chosen values were the problem ... yet


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