Water material

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Zohar Levi

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Apr 29, 2021, 8:58:42 AM4/29/21
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I have a water simulation that produces triangle meshes, and I'd like to render them.

I tried dambreak0.pbrt from the demo scenes, and it took 6hr:

Can you recommend something specific that would take a couple of minutes?
For example, Maya Arnold result, less than a minute:

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By the way, can you recommend video lectures of a Physically Based Rendering course?

Matt Pharr

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May 6, 2021, 10:09:59 AM5/6/21
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Try the "volpath" integrator and fewer pixel samples. dambreak0 uses the bidirectional path tracer with a very high maximum depth (which is quite slow) and also 8192spp. Here is dambreak0 rendered with "volpath" and 16spp, which renders in 15s on my system here.

Matt

dambreak0.png

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Zohar Levi

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May 10, 2021, 9:56:36 AM5/10/21
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It's grainy. I played with the spp, and 256spp (12min) is reasonable (in terms of quality, but still slow).

Isn't there an (image processing) algorithm to smooth such images so, e.g., the 16spp wouldn't look grainy?
How does Maya/Arnold do it?
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Matt Pharr

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May 10, 2021, 8:27:45 PM5/10/21
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On Mon, May 10, 2021 at 6:56 AM Zohar Levi <zoh...@gmail.com> wrote:
It's grainy. I played with the spp, and 256spp (12min) is reasonable (in terms of quality, but still slow).

FWIW pbrt isn't designed to compete with commercial rendrers, which have hundreds of years of engineering behind them and are designed for performance over understandability.

Isn't there an (image processing) algorithm to smooth such images so, e.g., the 16spp wouldn't look grainy?

The "a posteri" approaches in section 2 of this may be useful: https://cseweb.ucsd.edu/~ravir/STAR.pdf

How does Maya/Arnold do it?

Extensive attention to optimization, including hand-coded intrinsics implementations of critical paths (and presumably different design trade-offs in terms of abstraction versus efficiency.) 
 

Zohar Levi

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May 11, 2021, 5:38:52 PM5/11/21
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