Path-Tracing | Simple C # 2D Path Traced Global Illumination | GPU library
kandi X-RAY | Path-Tracing Summary
kandi X-RAY | Path-Tracing Summary
Path traced global illumination is used to illuminate the scene by sending multiple rays from pixels and bouncing them around until it hits the light source or it reaches bounce limit. The light is then calculated based on informations collected by bouncing ray. Following project tries to replicate this behaviour in order to light up a 2D environment.
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QUESTION
Given the BSDF function and the Normal
vector of the intersection point in world space, how can I generate a new direction vector wi
that is valid? Does the method for generating valid wi
s change based on the BSDF?
Here's an example of what I'm thinking to do for ideal diffuse material the BSDF: I generate a new direction vector wi
as points on a unit hemisphere as follow and then compute the dot
product of the produced vector with the Normal
vector. If the dot
product result is positive the direction vector wi
is valid. Otherwise I negate wi
as suggested here.
Here's how I get a random wi
:
ANSWER
Answered 2021-Feb-03 at 05:29You are generating your wi
in tangent space, with z
pointing along the normal. It is neither world nor object space, and you will have to transform into world space or do all your calculations in tangent space (or shading space, they're both the same).
What you should be doing, as it will make your life much easier when doing other calculations, is to transform your wo
to tangent space, and do all calculations in it. Over here, you would choose z
to be your normal, and generate x
and y
vectors orthogonal to it.
A function for generating the coordinate system like this would be:
QUESTION
[Please look at the edit below, the solution to the question could simply be there]
I'm trying to learn OpenCL through the study of a small ray tracer (see the code below, from this link).
I don't have a "real" GPU, I'm currently on a macosx laptop with Intel(R) Iris(TM) Graphics 6100 graphic cards.
The code works well on the CPU but its behavior is strange on the GPU. It works (or not) depending on the number of samples per pixel (the number of rays that are shot through the pixel to get its color after propagating the rays in the scene). If I take a small number of sample (64) I can have a 1280x720 picture but if I take 128 samples I'm only able to get a smaller picture. As I understand things, the number of samples should not change anything (except for the quality of the picture of course). Is there something purely related to OpenCL/GPU that I miss ?
Moreover, it seems to be the extraction of the results from the memory of the GPU that crashes :
...ANSWER
Answered 2020-Oct-15 at 15:29Since your program is working correctly on CPU but not on the GPU it could mean that you are exceeding the GPU TDR (Timeout Detection and Recovery) timer.
A cause for the Abort trap:6
error when doing computations on the GPU is locking the GPU into computation mode for too much time (a common value seems to be 5 seconds but I found contradicting resources on this number). When this occurs the watchdog will forcefully stop and restart the graphic driver to prevent the screen being stuck.
There are a couple possible solutions to this problem:
- Work on a headless machine
Most (if not all) OS won't enforce the TDR if no screen is attached to them
- Switch GPU mode
If you are working on an Nvidia Tesla GPU you can check if it's possible to switch it to Tesla Compute Cluster mode. In this mode the TDR limit is not enforced. There may be a similar mode for AMD GPUs but I'm not sure.
- Change the TDR value
This can be done under Windows by editing the TdrDelay
and TdrDdiDelay
registry keys under HKEY_LOCAL_MACHINE -> SYSTEM -> CurrentControlSet -> Control -> GraphicsDrivers
with a higher value. Beware to not put a number too high or you won't be able to know if the driver has really crashed.
Also take note that graphic drivers or Windows updates may reset these values to default.
Under Linux the TDR should already be disable by default (I know it is under Ubuntu 18 and Centos 8 but I haven't tested on other versions/distros), if you have problems anyway you can add Option Interactive "0"
in your Xorg
config like stated in this SO question
Unfortunately I don't know (and couldn't find) a way to do this on MacOS, however I do know that this limit is not enforced on a secondary GPU if you have it installed in your MacOS system.
- Split your work in smaller chunks
If you can manage to split your computation into smaller chunks you may be able to not surpass the TDR timer (E.G. 2 computations that take 4s each instead of a single 8s one), the feasibility of this depends on what your problem is and may or may not be an easy task though.
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