Commit Graph

124 Commits

Author SHA1 Message Date
6ccd4e306d WIP getting rid of LightPath struct.
Committing at this point because:
1. It compiles.
2. Rendering is totally wrong, but in a cool way.
2022-08-02 17:29:05 -07:00
608fe8bda1 Switch to colorbox and jakob upsampling for color handling. 2022-08-02 00:18:12 -07:00
5d246e66fa Remove stats that we can't reasonably collect anymore. 2022-08-01 22:57:13 -07:00
caed4c67de Do depth-first instead of breadth-first ray tracing.
This simplifies a lot of code, and will make experimenting with
other things a lot more straightforward.
2022-08-01 15:26:38 -07:00
40d643b334 Put hilbert and morton code into one module. 2022-07-23 12:57:57 -07:00
0d71ae86db Noticed that z-scrambling is actually just base-4 Owen scrambling.
Updated function name and comments to reflect that.
2022-07-21 04:44:05 -07:00
ec9a121e72 Implement screen-space blue-noise sampling properly. 2022-07-21 03:59:47 -07:00
83b48f722d Simpler way to implement screen-space blue-noise sampling.
We now do the index scrambling at the top of the sampling loop,
which is also faster since we only have to run it once per pixel
instead of once per sample.
2022-07-20 18:54:38 -07:00
86814dbf8f Minor rearrangement of ray generation sampling code. 2022-07-17 21:18:46 -07:00
e2044e6579 Implement simple screen-space blue-noise diffusion sampling.
From the paper "Screen-Space Blue-Noise Diffusion of Monte Carlo
Sampling Error via Hierarchical Ordering of Pixels" by Ahmed et al.
2022-07-16 19:35:23 -07:00
08e2e6eb06 Convert Psychopath over to use new RMath library. 2022-07-15 21:42:35 -07:00
89fc80b99b Update to the latest version of sobol_burley. 2021-05-14 11:30:48 -07:00
63d661f8ce Update sobol_burley dependency. 2021-05-11 20:17:51 -07:00
706902dc8e Move sobol crate outside of Psychopath into its own repo. 2021-05-11 13:35:17 -07:00
45241784fb Code tidying on the Sobol sampler.
Also swapped the sample index and dimension paramater in the function
signature.  This feels more intuitive.
2020-04-30 22:46:47 +09:00
0dfe916523 Preparing for SIMD accelerated Sobol sampling.
This implements the 4-wide API, and moves the renderer over to it.
But the actual implementation is still scalar.
2020-04-24 21:05:29 +09:00
2c68e18bd6 Use golden ratio sampling for wavelength again.
Now that the Sobol sequence can be decorrelated, this doesn't
introduce sampling correlation problems anymore, so it's mostly
just a win.
2020-04-23 14:46:21 +09:00
29fcc69ae1 Move seed hashing into the lk_scramble function. 2020-04-23 13:36:04 +09:00
c0a8c955c4 Make LightPath::new() harder to mis-use. 2020-04-23 08:32:44 +09:00
22b7151919 Use independent Sobol sequences for different sets of dimensions.
This reduces correlation artifacts, while preserving good convergence
for the most part.
2020-04-22 18:48:12 +09:00
085d1d655e A single unified Sobol implementation.
This version of Sobol implements both Owen scrambling and index
permutation, allowing for multiple statistically independent
Sobol sequences.
2020-04-19 01:11:43 +09:00
b74a58cb72 Improvement for sampling at low sample counts. 2020-04-17 11:04:33 +09:00
8deb305850 Use a much better approximation of the probit function.
For 32-bit floating point, it can essentially be considered exact.
2020-03-27 21:19:24 +09:00
3916043f33 Removed golden ratio sampling.
Turns out it causes interference with the Sobol sampler.

Also tweaked some other things about sampling after removing
golden ratio sampling, to make things better.
2020-03-19 19:49:45 +09:00
9e14e164e7 More improvements to Sobol sampling.
- Added an additional scramble round to the Owen scrambling, with
  new optimized constants.
- Reordered the dimensions of the direction numbers to improve 2d
  projections between adjecent dimensions.  Only did this for
  dimensions under ~40.
2020-03-18 12:05:42 +09:00
de5a643a2a Implement Sobol sampler that does both Owen and Cranley-Patterson.
This seems to work well in practice, and only takes one more addition
operation.
2020-03-17 20:00:09 +09:00
e3152e6f9c Add alternative Sobol direction numbers to the repo.
Also switching to one of the alternates, as it seems to give
better results than the one I was using before.
2020-03-17 16:49:19 +09:00
04a5dbff43 Generate sobol direction numbers from text file.
This way the numbers aren't cluttering up the source file, and
this also makes it easier to play with other direction numbers.
2020-03-17 15:21:15 +09:00
d49a1c4921 Clean up the sampling code a little.
All of the samplers were using the same scramble value, so I
factored it out and documented its intent.
2020-03-16 10:14:09 +09:00
5114d428da Use the seed value in random value generation.
I forgot to add this in.  It wasn't noticable, since the QMC
sequences did use the seed, and we probably don't ever get to
the random values for 15+ light bounces.  But it seems worth
fixing anyway!
2020-03-16 09:57:01 +09:00
047e66d9aa Reworked Sobol sampler implementation.
This produces identical results, but generates the direction
vectors from the original sources at build time.  This makes
the source code quite a bit leaner, and will also make it easier
to play with other direction vectors in the future if the
opportunity arises.
2020-03-15 22:01:06 +09:00
42a6c1e9cd Use proper wrapping arithmetic in the golden ratio sampler. 2020-03-15 18:10:03 +09:00
9b4781c81d Multiple improvements to sampling.
1. Use better constants for the hash-based Owen scrambling.
2. Use golden ratio sampling for the wavelength dimension.

On the use of golden ratio sampling:
Since hero wavelength sampling uses multiple equally-spaced
wavelengths, and most samplers only consider the spacing of
individual samples, those samplers weren't actually doing a
good job of distributing all the wavelengths evenly.  Golden
ratio sampling, on the other hand, does this effortlessly by
its nature, and the resulting reduction of color noise is huge.
2020-03-15 14:47:40 +09:00
e0cb436209 Minor sampling refactoring. 2020-03-13 14:51:14 +09:00
a3ea90afdc Fixed broken Owen scrambling.
The previous implementation was fundamentally broken because it
was mixing the bits in the wrong direction.  This fixes that.

The constants have also been updated.  I created a (temporary)
implementation of slow but full owen scrambling to test against,
and these constants appear to give results consistent with that
on all the test scenes I rendered on.  It is still, of course,
possible that my full implementation was flawed, so more validation
in the future would be a good idea.
2020-03-12 20:20:56 +09:00
b081424ba6 Implemented Owen scrambling for the Sobol sampler.
This gives better variance than random digit scrambling, at a
very tiny runtime cost (so tiny it's lost in the noise of the
rest of the rendering process).
2020-03-11 18:29:46 +09:00
8d16719cd2 Use a different function for giving pixels unique ids. 2020-02-22 11:59:08 +09:00
4a6284be40 Switch to sobol sampler.
The important thing here is that I figured out how to use the
scrambling parameter properly to decorrelate pixels.  Using the
same approach as with halton (just adding an offset into the sequence)
is very slow with sobol, since moving into the higher samples is
more computationally expensive.  So using the scrambling parameter
instead was important.
2020-02-22 09:18:45 +09:00
3d9eb23e1c Run rustfmt. 2020-02-22 07:36:44 +09:00
0b493b09ca Handle LDS permutation a little differently.
This produces identical results, but makes it easier to play
with other types of sequences.
2020-02-22 07:34:51 +09:00
88e7365bc4 Switched from in-tree float4 lib to glam. 2019-07-22 22:30:37 +09:00
c4b8971805 Clean up compiler warnings. 2019-06-29 12:43:24 +09:00
5a53d7f6f6 Added some additional ray tracing stats. 2019-06-29 09:20:04 +09:00
5dd8eb919b Changed ray batch data access to be through methods.
This is (potentially) just temporary.  It's to make it a bit easier
to play with data layout to see how that affects performance.
2019-06-25 17:31:51 +09:00
630a79aca5 Initial implementation of ORST traversal.
This is a "just get it working" implementation.  Performance
optimizations still need to be done.
2019-06-23 18:40:52 +09:00
caa4ea3e44 Replaced SurfaceClosure trait with a SurfaceClosure enum.
Also moved surface closures to using Color internally for color
specification.
2018-12-27 22:57:44 -08:00
28a07de456 Improve module path usage and remove extern crate declarations where possible. 2018-12-16 13:02:49 -08:00
8deb1e87bb First step transitioning to Rust 2018. 2018-12-16 12:02:20 -08:00
e3a9cbef84 Silenced/fixed the last of the clippy warnings. 2018-12-16 11:48:01 -08:00
c73db2edbe Fix/silence a bunch of clippy warnings in the main crate. 2018-12-15 23:26:12 -08:00