parameter documentation updates
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333f4d0b28
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1af8453a58
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@ -67,24 +67,14 @@ public:
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received by the scene's sensor */
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received by the scene's sensor */
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m_config.luminanceSamples = props.getInteger("luminanceSamples", 100000);
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m_config.luminanceSamples = props.getInteger("luminanceSamples", 100000);
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/* Should direct illumination be handled separately? (i.e. not
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/* This parameter can be used to specify the samples per pixel used to
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using MLT) This is usually the right way to go, since direct
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render the direct component. Should be a power of two (otherwise, it will
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illumination is easily handled using more optimized rendering
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techniques that can make use of low-discrepancy point sets.
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This in turn lets MLT focus on the more difficult parts of the
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light transport. On the other hand, some scenes use very
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hard to find paths even for direct illumination, in which case
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it may make more sense to set this property to 'false' */
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m_config.separateDirect = props.getBoolean("separateDirect",
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true);
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/* When 'separateDirect' is set to 'true', this parameter can
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be used to specify the samples per pixel used to render the
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direct component. Should be a power of two (otherwise, it will
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be rounded to the next one). When set to zero or less, the
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be rounded to the next one). When set to zero or less, the
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direct illumination component will be hidden, which is useful
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direct illumination component will be hidden, which is useful
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for analyzing the component rendered by MLT. */
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for analyzing the component rendered by MLT. When set to -1,
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MLT will handle direct illumination as well */
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m_config.directSamples = props.getInteger("directSamples", 16);
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m_config.directSamples = props.getInteger("directSamples", 16);
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m_config.separateDirect = m_config.directSamples >= 0;
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/* Specifies the number of parallel work units required for
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/* Specifies the number of parallel work units required for
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multithreaded and network rendering. When set to <tt>-1</tt>, the
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multithreaded and network rendering. When set to <tt>-1</tt>, the
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@ -201,12 +201,12 @@ public:
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MLT variant. The default is 0.3. */
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MLT variant. The default is 0.3. */
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m_config.pLarge = props.getFloat("pLarge", 0.3f);
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m_config.pLarge = props.getFloat("pLarge", 0.3f);
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/* When 'separateDirect' is set to 'true', this parameter can
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/* This parameter can be used to specify the samples per pixel used to
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be used to specify the samples per pixel used to render the
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render the direct component. Should be a power of two (otherwise, it will
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direct component. Should be a power of two (otherwise, it will
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be rounded to the next one). When set to zero or less, the
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be rounded to the next one). When set to zero or less, the
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direct illumination component will be hidden, which is useful
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direct illumination component will be hidden, which is useful
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for analyzing the component rendered by MLT. */
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for analyzing the component rendered by MLT. When set to -1,
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PSSMLT will handle direct illumination as well */
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m_config.directSamples = props.getInteger("directSamples", 16);
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m_config.directSamples = props.getInteger("directSamples", 16);
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m_config.separateDirect = m_config.directSamples >= 0;
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m_config.separateDirect = m_config.directSamples >= 0;
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@ -314,9 +314,12 @@ public:
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nested ? "nested " : "", cropSize.x, cropSize.y,
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nested ? "nested " : "", cropSize.x, cropSize.y,
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nCores, nCores == 1 ? "core" : "cores", sampleCount);
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nCores, nCores == 1 ? "core" : "cores", sampleCount);
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size_t desiredMutationsPerWorkUnit =
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m_config.technique == PathSampler::EBidirectional ? 100000 : 200000;
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if (m_config.workUnits <= 0)
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if (m_config.workUnits <= 0)
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m_config.workUnits = (size_t) std::ceil((cropSize.x * cropSize.y
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m_config.workUnits = (size_t) std::ceil((cropSize.x * cropSize.y
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* sampleCount) / 200000.0f);
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* sampleCount) / (Float) desiredMutationsPerWorkUnit);
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m_config.nMutations = (cropSize.x * cropSize.y *
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m_config.nMutations = (cropSize.x * cropSize.y *
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sampleCount) / m_config.workUnits;
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sampleCount) / m_config.workUnits;
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@ -454,16 +454,6 @@
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corresponds to ∞). A value of 1 will only render directly visible light sources.
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corresponds to ∞). A value of 1 will only render directly visible light sources.
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2 will lead to single-bounce (direct-only) illumination, and so on.
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2 will lead to single-bounce (direct-only) illumination, and so on.
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</param>
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</param>
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<param name="separateDirect" readableName="Separate direct illumination" type="boolean" default="true">
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Should direct illumination be handled separately? (i.e. not
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using MLT) This is usually the right way to go, since direct
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illumination is easily handled using more optimized rendering
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techniques that can make use of low-discrepancy point sets.
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This in turn lets MLT focus on the more difficult parts of the
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light transport. On the other hand, some scenes use very
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hard to find paths even for direct illumination, in which case
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it may make more sense to set this property to <tt>false</tt>.
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</param>
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<param name="directSamples" readableName="Direct samples" type="integer" default="16">
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<param name="directSamples" readableName="Direct samples" type="integer" default="16">
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When <tt>separateDirect</tt> is set to <tt>true</tt>, this parameter can
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When <tt>separateDirect</tt> is set to <tt>true</tt>, this parameter can
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be used to specify the samples per pixel used to render the
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be used to specify the samples per pixel used to render the
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@ -517,16 +507,6 @@
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corresponds to ∞). A value of 1 will only render directly visible light sources.
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corresponds to ∞). A value of 1 will only render directly visible light sources.
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2 will lead to single-bounce (direct-only) illumination, and so on.
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2 will lead to single-bounce (direct-only) illumination, and so on.
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</param>
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</param>
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<param name="separateDirect" readableName="Separate direct illumination" type="boolean" default="true">
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Should direct illumination be handled separately? (i.e. not
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using MLT) This is usually the right way to go, since direct
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illumination is easily handled using more optimized rendering
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techniques that can make use of low-discrepancy point sets.
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This in turn lets MLT focus on the more difficult parts of the
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light transport. On the other hand, some scenes use very
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hard to find paths even for direct illumination, in which case
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it may make more sense to set this property to <tt>false</tt>.
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</param>
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<param name="directSamples" readableName="Direct samples" type="integer" default="16">
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<param name="directSamples" readableName="Direct samples" type="integer" default="16">
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When <tt>separateDirect</tt> is set to <tt>true</tt>, this parameter can
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When <tt>separateDirect</tt> is set to <tt>true</tt>, this parameter can
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be used to specify the samples per pixel used to render the
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be used to specify the samples per pixel used to render the
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@ -545,25 +525,6 @@
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more uniform over time image -- specifically, since MLT tends to get
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more uniform over time image -- specifically, since MLT tends to get
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stuck in very bright regions at the cost of the remainder of the image.
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stuck in very bright regions at the cost of the remainder of the image.
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</param>
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</param>
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<param name="firstStageSizeReduction" readableName="First-stage size reduction" type="integer" default="16" importance="1">
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When running two-stage MLT, this parameter influences the size
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of the downsampled image created in the first pass (i.e. setting this
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to 16 means that the horizontal/vertical resolution will be 16 times
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lower). When the two-stage process introduces noisy halos around
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very bright image regions, it might might be good to reduce this
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parameter to 4 or even 1. Generally though, it should be safe to leave
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it unchanged.
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</param>
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<param name="workUnits" readableName="Parallel work units" type="integer" default="-1">
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Specifies the number of parallel work units required for
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multithreaded and network rendering. When set to <tt>-1</tt>, the
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amount will default to four times the number of cores. Note that
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every additional work unit entails a significant amount of
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communication overhead (a full-sized floating put image must be
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transmitted), hence it is important to set this value as low as
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possible, while ensuring that there are enough units to keep all
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workers busy.
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</param>
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<param name="luminanceSamples" readableName="Luminance samples" type="integer" default="100000" importance="1">
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<param name="luminanceSamples" readableName="Luminance samples" type="integer" default="100000" importance="1">
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Number of samples used to estimate the total luminance
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Number of samples used to estimate the total luminance
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received by the camera's sensor.
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received by the camera's sensor.
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@ -616,16 +577,6 @@
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<param name="chainLength" readableName="Mutations per chain" type="integer" default="100">
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<param name="chainLength" readableName="Mutations per chain" type="integer" default="100">
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Specifies the number of mutations to be performed in each Markov Chain
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Specifies the number of mutations to be performed in each Markov Chain
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</param>
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</param>
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<param name="separateDirect" readableName="Separate direct illumination" type="boolean" default="true">
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Should direct illumination be handled separately? (i.e. not
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using ERPT) This is usually the right way to go, since direct
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illumination is easily handled using more optimized rendering
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techniques that can make use of low-discrepancy point sets.
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This in turn lets ERPT focus on the more difficult parts of the
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light transport. On the other hand, some scenes use very
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hard to find paths even for direct illumination, in which case
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it may make more sense to set this property to <tt>false</tt>.
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</param>
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<param name="directSamples" readableName="Direct samples" type="integer" default="16">
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<param name="directSamples" readableName="Direct samples" type="integer" default="16">
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When <tt>separateDirect</tt> is set to <tt>true</tt>, this parameter can
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When <tt>separateDirect</tt> is set to <tt>true</tt>, this parameter can
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be used to specify the samples per pixel used to render the
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be used to specify the samples per pixel used to render the
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