http://bat710.univ-lyon1.fr/~bsegovia/p ... f/cmlt.pdfWe accelerate the Metropolis Light Transport algorithm by adding a new class of Multiple-Try coherent
mutations. With these mutations, we are now able to use ray packets or ray packet frustums to speed up the intersections and
the BRDF evaluations.
Coherent MLT with Multiple-Try Mutations
Coherent MLT with Multiple-Try Mutations
paper of interest
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StompinTom

- Posts: 1828
- Joined: Mon Sep 04, 2006 3:33 pm
sounds too good to be true... the examples at the bottom of the paper were each rendered for 5 minutes on a single dual-core machine and look great! i didnt see any caustics examples or very tricky light situations so im a bit curious to see how it would handle stuff like that...
IMO worth looking into, but im no coder.
IMO worth looking into, but im no coder.
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Knaxknarke
- Posts: 21
- Joined: Thu Nov 23, 2006 10:14 am
yaCORT
This is from the same guy as the GPL OpenRT realtime raytracer yaCORT:
http://liris.cnrs.fr/~bsegovia/yacort/.
The pix from the paper are also on the yaCORT gallery, so it seems it was made with this rtrt framework. Would be interesting if the coherent MLT code is in the GPL version or if it's made with an research/prototype branch.
Never used it, but will test it soon now. It's for the Linux freaks out there: no Windows version available right now...
http://liris.cnrs.fr/~bsegovia/yacort/.
The pix from the paper are also on the yaCORT gallery, so it seems it was made with this rtrt framework. Would be interesting if the coherent MLT code is in the GPL version or if it's made with an research/prototype branch.
Never used it, but will test it soon now. It's for the Linux freaks out there: no Windows version available right now...
It's for the Linux freaks out there: no Windows version available right now...
I Think it lost details (at list in examples-pictures. Looks like blurry indirect), but it maybe usefull like variant - When scene have many textures...the examples at the bottom of the paper were each rendered for 5 minutes on a single dual-core machine and look great
Hello there,
I am the one who coded this stuff. I don't know if it will be finally accepted (resubmitted) but I think it is a simple and not-so-bad idea. In fact, the first goal is not really to use SIMD (even if Larabee, the upcoming Intel processor will have 512 bits wide SIMD instructions ! (16 x float ....) --> imagine the speedup!) but to factorize all cache accesses (typically for displaced geometry for example).
Numerically, the behavior is almost the same than MLT. The mutations are just reordered. As for the integration in an existing and *real* renderer (I mean with many features like indigo, not a small code like yaCORT) and the use of vectorized data and instructions, I think it may be a huge task.
However, factorized cache accesses remain really interesting for inhomogenous processors like Cell (I implemented a SIMD raytracer on my PS3 and with a cache the speed up was superior to 20 compared to a scalar approach!) and certainly like many future processors.
Ben
I am the one who coded this stuff. I don't know if it will be finally accepted (resubmitted) but I think it is a simple and not-so-bad idea. In fact, the first goal is not really to use SIMD (even if Larabee, the upcoming Intel processor will have 512 bits wide SIMD instructions ! (16 x float ....) --> imagine the speedup!) but to factorize all cache accesses (typically for displaced geometry for example).
Numerically, the behavior is almost the same than MLT. The mutations are just reordered. As for the integration in an existing and *real* renderer (I mean with many features like indigo, not a small code like yaCORT) and the use of vectorized data and instructions, I think it may be a huge task.
However, factorized cache accesses remain really interesting for inhomogenous processors like Cell (I implemented a SIMD raytracer on my PS3 and with a cache the speed up was superior to 20 compared to a scalar approach!) and certainly like many future processors.
Ben
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