random hemisphere (tlrcam related

Discuss stuff not about Indigo.
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Kram1032
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Post by Kram1032 » Tue Aug 21, 2007 4:43 am

Code: Select all

Wrong thread
I thought, I was in an other thread.... sry!!!!
Last edited by Kram1032 on Tue Aug 21, 2007 6:35 am, edited 1 time in total.

alex22
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Post by alex22 » Tue Aug 21, 2007 6:06 am

Your ability to orientate in online forums is frightening.

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Kram1032
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Post by Kram1032 » Tue Aug 21, 2007 6:34 am

oh, sorry, I wondered, where I posted it...
I'll Edit that :oops:

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CTZn
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Post by CTZn » Tue Aug 21, 2007 6:40 pm

oodmb, what's the process needing randomness in your engine ? aren't rays computed from the surface normal ? or is surf. normal used for the "hemisphere" only ?
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oodmb
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Post by oodmb » Wed Aug 22, 2007 12:16 am

kram:
collumbia, cornell, mit, caltech, nyu, brandise, carnage mellon, georgia tech, bu, rit, gorge washington, university of washington, stonybrook....

CTZn:
my engine is now unbiased and progressive... rays are computed using the surface normal, but they still need to be in random directions. the diffuse shader throws a random ray on the hemisphere in the direction of normal.
a shiny monkey is a happy monkey

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Kram1032
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Post by Kram1032 » Wed Aug 22, 2007 3:22 am

who, nice list!

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CTZn
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Post by CTZn » Wed Aug 22, 2007 2:29 pm

Another question, to see if I can get it right:

You mean the normal of surfaces determines the hemisphere position and orientation, while rays are shot randomly from the point on surface through the hemisphere ?

Well, makes sense, I saw that somewhere already... it's a classical algorithm isn't it (I mean old school) ?
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oodmb
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Post by oodmb » Wed Aug 22, 2007 2:52 pm

yah- you got it right.

i already realized what the issue was with my old algorithm. the get random points on a disk was weighted towards the center of the disk. it worked by getting a random ray on a unit circle around a vector and scaling it to a random size. think about a point on an infinite plane. now in your mind try to fill up the plane completely with lines passing thorough the plane. its mentally impossible because the solution is an infinite number. at that infinite number the concentration of the distribution lines grows larger closer to the point of origin. the same goes for filling up a unit sized circle with lines passing through the center of the circle. with a fixed number of lines, if a same sized sample is taken at any point in the circle containing the lines, there will be more lines in that sample when taken near the center then there will be near the edge. because of this, when a random points are taken on these lines, there will be a higher chance that the random point is nearer the center because there are more lines near the center. at least, thats what i think would be wrong, it could also be that the random selection was cylindrical forced into a hemisphere. probably the latter because the former still confuses me a bit.
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oodmb
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Post by oodmb » Sat Sep 08, 2007 2:41 am

Image


i fixed the issues i was having with the phong shader, also sped it up a bit and changed how the camera works. this image actualy has a little denoising done to it.
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alex22
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Post by alex22 » Sat Sep 08, 2007 3:35 am

Very nice, looks like you have some kind of bloom too.

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oodmb
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Post by oodmb » Sat Sep 08, 2007 5:38 am

nope, not yet
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Kram1032
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Post by Kram1032 » Sat Sep 08, 2007 7:33 am

looks really cool :D
looks like photoshop denoise, right? - with 100% sharpen details...

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oodmb
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Post by oodmb » Mon Sep 10, 2007 2:56 am

Image

another test... this time for energy loss. this was rendered for a little over two days.
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Kram1032
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Post by Kram1032 » Mon Sep 10, 2007 4:39 am

again, looks good :D - again denoised? it looks very blurry...

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oodmb
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Post by oodmb » Mon Sep 10, 2007 7:18 am

yah, although it was much less noisy before it was denoised than the previous one was after it was denoised. right now i'm working on a resume feature that saves an resume file every 3rd time it saves a picture.
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