Weizhen Huang weizhen
  • Joined on 2022-10-03
Weizhen Huang pushed to restir at weizhen/blender 2024-04-29 14:33:15 +02:00
f72682d289 Write surface data pass with other data passes
6ad2099f93 Reduce reservoir storage by setting up ray from the camera
73fd2dd703 Split reservoir and surface data passes
73ae85f710 Copy direction instead of position for area light with zero spread
079d87b46c Fix not using initial resampling not used when it should
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Weizhen Huang pushed to main at weizhen/.profile 2024-04-29 10:40:11 +02:00
b2541a518b Update reports/2024.md
Weizhen Huang closed issue blender/blender#121160 2024-04-28 23:06:04 +02:00
EEVEE-Next: Blender crashes when using Nishita Sky Texture
Weizhen Huang closed issue blender/blender#121195 2024-04-28 22:54:12 +02:00
Error in rendering Principled with alpha with cycles
Weizhen Huang commented on issue blender/blender#121195 2024-04-28 22:54:08 +02:00
Error in rendering Principled with alpha with cycles

The result is not wrong, it just needs a few more samples to converge. Previously we deliberately give lobes with low contribution a minimal probability to sample, in case the next bounce has…

Weizhen Huang pushed to restir at weizhen/blender 2024-04-26 16:10:03 +02:00
0023d17cb7 Minor Speedups
56dde22815 Fix spatial sampling bias
0ffd935bb4 Add ReSTIR profiling
eeb3ffb5b5 Add ray differentials
37126e468b Support mesh light
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Weizhen Huang commented on issue blender/blender#121097 2024-04-26 11:38:53 +02:00
Shading Bug - Smooth and Flat shading with sharp edge in edit mode.

This is caused by 5b6f2ef5a26023c7e869a19fb8568c8faf8f2c79, mesh.normals_domain() changed after split_faces is defined. But I don't understand why normals domain would change when switching…

Weizhen Huang pushed to restir at weizhen/blender 2024-04-25 18:41:43 +02:00
0b83af2c4d Fix spatial sampling bias
89f53ec2c4 Add ReSTIR profiling
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Weizhen Huang created pull request blender/blender#121023 2024-04-24 15:19:22 +02:00
WIP: Cycles: Importance Resampling
Weizhen Huang pushed to restir at weizhen/blender 2024-04-24 13:50:55 +02:00
5637440df4 Add ray differentials
Weizhen Huang pushed to restir at weizhen/blender 2024-04-23 14:18:13 +02:00
daa1abe00e Support mesh light
cf2eb5685e Randomly sample neighbors instead of deterministically to reduce artifact
54b1d11e66 Refactor: use sample sequences in reservoir sampling
4392ddb30f Refactor: use int to represent initial and spatial resampling
16fdd010ed Fix checking visibility when ReSTIR is not used
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Weizhen Huang commented on pull request blender/blender#118477 2024-04-23 11:30:05 +02:00
Cycles: Add thin film iridescence to Principled BSDF

I think the kernel is all C++ now, but not feature complete on some GPUs, not sure what exactly is supported but if buildbot doesn't complain it should be fine.

Weizhen Huang commented on pull request blender/blender#118477 2024-04-22 12:31:08 +02:00
Cycles: Add thin film iridescence to Principled BSDF

This does not compile on Metal. Add ccl_private.

Weizhen Huang commented on pull request blender/blender#118477 2024-04-22 12:26:44 +02:00
Cycles: Add thin film iridescence to Principled BSDF

For cognitive ease I would prefer to add an empty if (fresnel->thin_film.thickness > 0.1f) branch and put the comment there, the following block is then put in the else branch

Weizhen Huang commented on pull request blender/blender#118477 2024-04-22 12:26:43 +02:00
Cycles: Add thin film iridescence to Principled BSDF

We use nullptr now.

Weizhen Huang commented on pull request blender/blender#118477 2024-04-22 12:26:42 +02:00
Cycles: Add thin film iridescence to Principled BSDF

The newly added sqr() is not used, I assume you wanted to use it here?

Weizhen Huang pushed to main at weizhen/.profile 2024-04-22 00:00:22 +02:00
0ac072338e Update reports/2024.md
Weizhen Huang commented on pull request blender/blender#118477 2024-04-21 20:25:10 +02:00
Cycles: Add thin film iridescence to Principled BSDF

Yes, you are right, I was not paying attention to the denominator. I remember switching the order was only to make the two lines have the same structure because the sign didn't matter. Sorry for…

Weizhen Huang commented on pull request blender/blender#118477 2024-04-21 20:13:02 +02:00
Cycles: Add thin film iridescence to Principled BSDF

Do you mean the sign of cos_theta_t? In fresnel_dielectric() it is the angle between the surface normal and the refracted ray, hence negative, and the sign is used in Principled Hair Huang I…

Weizhen Huang pushed to restir at weizhen/blender 2024-04-19 18:21:21 +02:00
f7e93cca5d Randomly sample neighbors instead of deterministically to reduce artifact
6c468666a2 Refactor: use sample sequences in reservoir sampling
f02f623637 Refactor: use int to represent initial and spatial resampling
66b5e9cb41 Fix checking visibility when ReSTIR is not used
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