Coherent MLT with Multiple-Try Mutations

General questions about Indigo, the scene format, rendering etc...
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CoolColJ
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Coherent MLT with Multiple-Try Mutations

Post by CoolColJ » Sun Sep 23, 2007 2:58 pm

paper of interest

We 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.
http://bat710.univ-lyon1.fr/~bsegovia/p ... f/cmlt.pdf

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zsouthboy
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Post by zsouthboy » Sun Sep 23, 2007 3:19 pm

This is an obvious extension of MLT :)

Nice find though.

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CoolColJ
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Post by CoolColJ » Sun Sep 23, 2007 3:35 pm

the speed difference is pretty amazing! :shock:

1-2 million mutations a second! That's what Ian got with a monster 3 PC network in a recent test :o

We are taking about finished renders in under 2 hours tops at that speed!

vux
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Post by vux » Mon Sep 24, 2007 12:55 am

what Ono think about this paper?
is it real in Indigo in future???

StompinTom
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Post by StompinTom » Mon Sep 24, 2007 6:20 am

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.

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Kram1032
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Post by Kram1032 » Mon Sep 24, 2007 6:43 am

If I understood that paper correctly, (as far as I understood it), they stole MY idea, before I had any chance to make it reality :( xD - the second "MY" idea, today xD

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CoolColJ
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Post by CoolColJ » Mon Sep 24, 2007 9:37 am

If Indigo implemented this then you can rule the universe with a quad core 8)

Wow, brute force MLT rendering that can match and beat current GI renderers for speed and accuracy!

Anthony
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Post by Anthony » Mon Sep 24, 2007 9:57 am

Even if it is a bit screwy, which I hope it isn't, it would still be great for preview material renders and quick tests and stuff :D

Knaxknarke
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yaCORT

Post by Knaxknarke » Mon Sep 24, 2007 10:47 am

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...

Anthony
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Post by Anthony » Mon Sep 24, 2007 11:21 am

Omg realtime? I wonder how it will run on the ps3? Hopefully soon we will be playing games with realtime caustics...

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CoolColJ
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Post by CoolColJ » Mon Sep 24, 2007 11:25 am

have a look at his other papers at the bottom

http://bat710.univ-lyon1.fr/~bsegovia/

vux
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Post by vux » Mon Sep 24, 2007 8:05 pm

It's for the Linux freaks out there: no Windows version available right now...
:lol: :lol: :lol: :lol: :lol: :lol:
the examples at the bottom of the paper were each rendered for 5 minutes on a single dual-core machine and look great
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...

bouliiii
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Post by bouliiii » Thu Oct 25, 2007 2:06 pm

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

Vanessa07
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Post by Vanessa07 » Thu Oct 25, 2007 8:30 pm

Code: Select all

ENTPE: Ecole Nationale des Travaux Publics de l’Etat, Vaulx-en-Velin
I know that school, they work with 3ds and maxwell...

here an offer employment, if somebody wants to work in France, it's 2400 euros/month

http://www.anpe.fr/espacecandidat/nicol ... ce=951567C

Slobodan
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Post by Slobodan » Fri Oct 26, 2007 5:00 am

Very Impressiv work Ben....
It would be nice to see this in Indigo....

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