KD tree bug - again

Feature requests, bug reports and related discussion
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CTZn
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Post by CTZn » Wed Apr 01, 2009 10:50 am

Plain MLT fixed that way:

Code: Select all

        <metropolis>true</metropolis>
        <large_mutation_prob>0.667</large_mutation_prob>
        <max_change>0.035000</max_change>
I bet the scene could use even higher values because I could see a few pixels at the beginning, but they are fading away rather quickly. Obviously I also switched to BVH ;)
Attachments
fused_rings_mlt.jpg
30mn with MLT only and its new settings
fused_rings_mlt.jpg (80.38 KiB) Viewed 1702 times

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rgigante
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Post by rgigante » Wed Apr 01, 2009 10:06 pm

Hi guys,

by my very very small knowledge (and this should be confirmed by someone else) in a standard scene with only diffuse materials also using PT it's not admitted to have fireflies due to the lack of specular reflections (lack of accumulation points???). This means by my point of view this should be investigated as a bug.


Here my two cents.

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fused
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Post by fused » Wed Apr 01, 2009 10:31 pm

rgigante wrote:Hi guys,

by my very very small knowledge (and this should be confirmed by someone else) in a standard scene with only diffuse materials also using PT it's not admitted to have fireflies due to the lack of specular reflections (lack of accumulation points???). This means by my point of view this should be investigated as a bug.


Here my two cents.
thanks Riccardo ;)

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CTZn
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Post by CTZn » Thu Apr 02, 2009 6:08 am

Yes rgigante, by lack of contradicting sources I'd tend to adopt your point of view as well (and yours fused, by the way). I spent hours today documenting myself and nuked pixels are mentioned only when it comes to specular materials. What results is the lack of elements we users are facing for an answer.

I think you are getting me wrong, fused: I'm adopting a neutral point of view. Sadly no qualified person answered us clearly; I'm pretending to exactly: nothing :)

What we are qualified for, is to say that users expectations are constantly independent of the technics used for rendering, and from a technical point of view that attitude is strictly wrong. Again, there must be a distinction between unwanted, and incorrect results.

I'm not pretending to know to wich category the issue belongs to, but I dare wondering, this is it.

I hope the issue will be adressed if it can, either what a clear statement on the situation would still be a sane move imho.

Investigations: lights strenght had to be augmented by a factor 100 000 in order to get an balanced image using default camera tone-mapping, you want to check that when dealing with lighting... but that didn't fix the issue anyways :).

Avoid using mn_cubic as splat filter if I may, even more if supersample is set to 1 ! Downsizing is still an admitted fix for nuked pixels (I prefer this expression, "fireflies" is suggesting a bug too much).

Also I replaced the rings geometry with a few spheres primitives to see if unwelded surfaces could allow nuking despite ray nudge distance, no chance with that (rings innocented :lol:). See attached.

An interesting fact is that these fireflies are not killing reinhard's tonemapping, meaning they are not exactly out of range ? If that's because they are clamped already one could process them, at the cost of unbiasedness, precisely (unwanted!=incorrect). If that's the case then we are facing a developer's choice I believe (hence he is aware already).

I hope I didn't lost logic that time :)
Attachments
fused_noRings.jpg
emittance x100000, daylight wb, default camera tm, gaussian as splat. 2000 spp.
fused_noRings.jpg (72.56 KiB) Viewed 1647 times

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OnoSendai
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Re: KD tree bug - again

Post by OnoSendai » Mon Apr 27, 2009 5:35 pm

Hi Fused, thanks for the great bug report.
After a bit of investigation, it seems to be a precision issue which interacts badly with the triangle intersection algorithm used with the kd-tree. I've solved it by changing intersection algorithms.

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fused
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Re: KD tree bug - again

Post by fused » Mon Apr 27, 2009 7:23 pm

OnoSendai wrote:Hi Fused, thanks for the great bug report.
After a bit of investigation, it seems to be a precision issue which interacts badly with the triangle intersection algorithm used with the kd-tree. I've solved it by changing intersection algorithms.
Awesome. And... no problem ;)
I'd have to thank you. Thank you. :mrgreen:

What about the firefly issue?

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OnoSendai
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Re: KD tree bug - again

Post by OnoSendai » Mon Apr 27, 2009 10:16 pm

fireflies for non-bidir are still there; one thing at a time :)

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OnoSendai
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Re: KD tree bug - again

Post by OnoSendai » Wed Apr 29, 2009 2:13 pm

Have fixed the bidir=false fireflies.

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fused
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Re: KD tree bug - again

Post by fused » Thu Apr 30, 2009 2:23 am

You rock. Seriously.

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