How Pixar changed the way light works

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Old 06 June 2013   #31
Originally Posted by ThE_JacO: As a shot is still iterating animation or environment you do have to wait for the farm to de-que the caches before it can be moved to a lighter's desk to iterate, while with other solutions the tendency is to reach acceptable and then leave the rest to a mix of brute force and de-noise/post.


The radiosity cache works in a similar method to the tessellation cache Pixar already has in place for raytracing against - it's all done within a single pass - no file I/O is involved.

Works perfectly fine for rerendering and interactive lighting purposes.
 
Old 06 June 2013   #32
Originally Posted by ThE_JacO: As a shot is still iterating animation or environment you do have to wait for the farm to de-que the caches before it can be moved to a lighter's desk to iterate, while with other solutions the tendency is to reach acceptable and then leave the rest to a mix of brute force and de-noise/post.

Did you watch that video? Rendering starts to display results instantly, caching happens on the fly. There is no prepass. The multiresolution radiosity cache looks like progressive path tracing to the user, the only difference is that behind the curtain it is keeping track of secondary bounces that it calculated already.
 
Old 06 June 2013   #33
Originally Posted by stew: Did you watch that video? Rendering starts to display results instantly, caching happens on the fly. There is no prepass. The multiresolution radiosity cache looks like progressive path tracing to the user, the only difference is that behind the curtain it is keeping track of secondary bounces that it calculated already.

Nope, couldn't open it, but obviously enough now I stand corrected
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Old 06 June 2013   #34
Originally Posted by Meloncov: I thought they did? My impression is that their usage of compositing is minimal, but not totally non-existent.
one of the TDs working on UP claims that they only do some colour correction in post and that's about it.
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Old 06 June 2013   #35
With 18.0 just being released officially you do get brute force path tracing now. It's one of the new modes for the existing ray trace hider. Btw, the prman docs have been public for a while now so those interested should be able to pore through the details.

I also think some things are getting mixed up here. What Raffaele was probably referring to with the front loaded cache workflow is the point based methods which rely on pre computations to be "cached", so to speak, into point clouds. And the video that has been linked, while does demonstrate the radiosity caching feature, is not related to the "progressive" rendering bit. That's simply the re-rendering module from RMS which is like the IPR in mr or Arnold. Radiosity caching by itself neither requires your render to be progressively displayed nor inherently gives you a progressive render mode in prman.
 
Old 06 June 2013   #36
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