Comments (10)
Not really. Most renders can take quite a while. Most of the 2560x1440px examples on the README took 30+ minutes, for example.
from pt.
Even using GPU resources and a very much simplified path tracer it takes a while to render with path tracing: this is the best I can find at doing "interactive" rendering. It's quite a lot to expect a pure CPU implementation could keep up.
from pt.
Am wondering if cycle based rendering helps ?
This is when the precision is lowered.
The other way is to allow tile based rendering. At least this allows speeding things up by throwing more servers at the problem.
from pt.
"Throwing more servers at it" is already easily doable. Each server can produce its own image and then the images can be combined. Since each server starts with a different random seed, the sampling will be just as if a single machine did 2x, 3x, etc the work.
This is what the combine
script in the repo is for. :)
from pt.
Tiles based is different from what you do now ? To render one image 50
times faster, can I use 50 servers ?
I saw the combine script and was wondering...
On Fri, 5 Feb 2016, 03:00 Michael Fogleman [email protected] wrote:
"Throwing more servers at it" is already easily doable. Each server can
produce its own image and then the images can be combined. Since each
server starts with a different random seed, the sampling will be just as if
a single machine did 2x, 3x, etc the work.This is what the combine script in the repo is for. :)
—
Reply to this email directly or view it on GitHub
#11 (comment).
from pt.
@joeblew99 See my slides on path tracing: https://speakerdeck.com/fogleman/path-tracing
Specifically the section on Noise. Maybe that will help you understand.
Here's the video if you want to watch: https://www.youtube.com/watch?v=x4oQsQ76OHY
from pt.
Yes i saw it thanks. I see what it is
This is all super but can I please get a straight answer to the original
question pretty please ?????
On Fri, 5 Feb 2016, 14:29 Michael Fogleman [email protected] wrote:
@joeblew99 https://github.com/joeblew99 See my slides on path tracing:
https://speakerdeck.com/fogleman/path-tracingSpecifically the section on Noise. Maybe that will help you understand.
—
Reply to this email directly or view it on GitHub
#11 (comment).
from pt.
It's just that I have used many rendering engines and yet to see anyone
solve the shared memory model aspects for distributed rendering of photonic
ray tracing.
On Fri, 5 Feb 2016, 17:35 Joe Blue [email protected] wrote:
Yes i saw it thanks. I see what it is
This is all super but can I please get a straight answer to the original
question pretty please ?????On Fri, 5 Feb 2016, 14:29 Michael Fogleman [email protected]
wrote:@joeblew99 https://github.com/joeblew99 See my slides on path tracing:
https://speakerdeck.com/fogleman/path-tracingSpecifically the section on Noise. Maybe that will help you understand.
—
Reply to this email directly or view it on GitHub
#11 (comment).
from pt.
To render one image 50 times faster, can I use 50 servers?
Yes.
Tiles based is different from what you do now?
It is different.
If you wanted to run 256 samples per pixel, you could:
- Run 256 on 1 machine
- Run 128 on 2 machines
- Run 64 on 4 machines
Etc.
Then you literally average the images and get a result equivalent to the full 256 samples.
from pt.
I would like to try it. Will have a look at see if the code has some sort
of render director.
On Fri, 5 Feb 2016, 23:27 Michael Fogleman [email protected] wrote:
@joeblew99 https://github.com/joeblew99
To render one image 50 times faster, can I use 50 servers?
Yes.
Tiles based is different from what you do now?
It is different.
If you wanted to run 256 samples per pixel, you could:
- Run 256 on 1 machine
- Run 128 on 2 machines
- Run 64 on 4 machines
Etc.
Then you literally average the images and get a result equivalent to the
full 256 samples.—
Reply to this email directly or view it on GitHub
#11 (comment).
from pt.
Related Issues (17)
- Where's the readme?
- Submit gopher rendering to golang-graphics repository HOT 2
- Would you consider a rename? HOT 1
- cornell works, but... HOT 1
- Transformed triangle mesh render incorrectly HOT 4
- Will OpenGL version of this PT? HOT 3
- bunny example fails, no "bunny.obj" file HOT 2
- Crytek sponza not working :'( HOT 2
- Scene.RayCount crashes on 32bit systems with cgo
- Intel Embree support HOT 2
- Efficiency of Marching Cubes. HOT 3
- freestyle
- SDFShape support for ClearMaterial HOT 1
- Any pointers for docs?
- Light baking
- what does "pt.Renderer.IterativeRender" do? no documentation?
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from pt.