tag:blogger.com,1999:blog-7277449027963623452.post3495611039830641097..comments2023-12-07T05:43:10.401-08:00Comments on Ray Tracey's blog: Unbiased Truck Soccer: Sunny sky with only a few traces of rayn!Sam Laperehttp://www.blogger.com/profile/05688552048697970050noreply@blogger.comBlogger4125tag:blogger.com,1999:blog-7277449027963623452.post-34559189964721447952011-03-28T12:23:38.819-07:002011-03-28T12:23:38.819-07:00Yep, you're right. I do think that once bidire...Yep, you're right. I do think that once bidirectional path tracing will become available in GPU path tracers, scenes with more complex lighting will converge almost as fast as well-lit, open scenes do now with unidirectional pt.<br /><br />The ones that I know of:<br /><br />- Dietger van Antwerpen made it work with the Brigade path tracer (and extended it to MLT),<br /><br />- Simon Brown has developed some kind of hybrid between uni- and bidirectional path tracing in CUDA, called "two-way path tracing", http://www.sjbrown.co.uk/2011/01/03/two-way-path-tracing/. This approach might be very interesting because according to the author, it renders more efficiently on the GPU than pure bidir path tracing.<br /><br />- Jan Novak has GPU bdpt working with path regeneration (CUDA as well), http://cg.ibds.kit.edu/novak/index.php<br /><br />- Kaikai Wang also has a hybrid uni- and bidirectional path tracer working in CUDA: http://kaikaiwang.blogspot.com/2010/11/live-scene-editing-path-tracing-support.html)<br /><br />I might make a new post on that actually :)Sam Laperehttps://www.blogger.com/profile/05688552048697970050noreply@blogger.comtag:blogger.com,1999:blog-7277449027963623452.post-32355944457894617272011-03-28T11:44:19.566-07:002011-03-28T11:44:19.566-07:00Actually, if you look at all the "real-time g...Actually, if you look at all the "real-time global illumination" renderers that are constantly popping up like mushrooms, they are all unidirectional path tracers and are always advertised on well-lit open scenes, ambient occlusion - all cases where the illumination "depth complexity" is very low :)Iliyanhttps://www.blogger.com/profile/01115689096037439318noreply@blogger.comtag:blogger.com,1999:blog-7277449027963623452.post-82711989079485453282011-03-28T05:44:27.495-07:002011-03-28T05:44:27.495-07:00Thanks! :-)
Thanks for the suggestion. Now that I...Thanks! :-)<br /><br />Thanks for the suggestion. Now that I think of it, this kind of open outdoor scenes does indeed work best with standard path tracing and bidirectional pt should be reserved for scenes with lots of indirect lighting.<br /><br />I'll update my post :)Sam Laperehttps://www.blogger.com/profile/05688552048697970050noreply@blogger.comtag:blogger.com,1999:blog-7277449027963623452.post-36126827596237888772011-03-28T05:29:30.851-07:002011-03-28T05:29:30.851-07:00Nice images :) However, I think bidirectional path...Nice images :) However, I think bidirectional path tracing will perform even worse than unidirectional on this scene. Such scenes are in fact the best case for classic path tracing.Iliyanhttps://www.blogger.com/profile/01115689096037439318noreply@blogger.com