GI coming to Blender

Hi all 🙂

Matt and I will  join again in another project: Photon map Global Illumination for blender.,since both of us started to work on photon mappers independently (Matt few weeks ago and me few days ago), a happy coincidence.

he’s said:

“It’s by pure co-incidence that Farsthary today said he wanted to look at doing the same, I guess we’re following similar trains of thought. Anyway, the work I’ve already done, although still in heavy dev, is quite functional so far – at least in a testing sense, I haven’t started putting it into production contexts yet. I don’t know if Farsthary has any code functional yet or not (I haven’t seen it) but I’d be very happy for him to work together with me on this again, it makes sense and two heads can be better than one!”

Currently, near every high end render supports photon mapping GI, this approach has several advantages over traditional unbiased renderers for calculating GI (as well as drawbacks) but represents a natural extension to raytracer renderers  and allows to add lots of new effects to raytracers.

Matt has previously implemented the photon map using the BVH tree, and I have used a Kd-tree ,  in order to learn and thinker (I especially like that 😉 ). As soon as he finishes to polish his code, we fusion forces. 🙂

Here are Matt´s tests.

Yesterday I posted that I have near all the photon mapper implementation but lack the blender related functions but thanks to matt code I could fill the gap and here are some test, some of them are really fast!

No GI
No GI
Render 17 secs
Render 17 secs
No GI
No GI
Rough GI very fast to calculate for stills
Rough GI very fast to calculate for stills
No GI
No GI
)
GI (ops! I forgot the render time 🙂
No GI
No GI
20 000 photons shutted Render time  14 secs
20 000 photons shutted Render time 14 secs
20 000 photons Render time 37 secs
20 000 photons Render time 37 secs

Hope you like it   🙂

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GI coming to Blender

32 thoughts on “GI coming to Blender

  1. laf says:

    Dude!.. I love your attitud. These samples look like a great start. They are fast although not as fast as you!!

    Many thanks for all your contributions!

    Like

  2. escuelasoldeoro says:

    Que cabeza, loco!!! No puede ser que estés haciendo toooooodas estas cosas!!! Me voy a acordar de vos el resto de mi vida, jejejeje! te mando un abrazo desde Argentina y adelante!

    Like

  3. chimericidol says:

    YOU ARE CRAZY MAN!!!!!!!! CRAZY!!!!! You have already became, if not the one of the fathers, surely on of the uncles of wonder -baby-Blender.
    THANK YOU!!!!!!!!!!!!!

    Like

  4. Really excellent ! Very good work
    And the render time is very good.

    Hope to see that soon 🙂

    A question : the GI will be baked (to use in a GI-Ao map for example, in the game engine) ?

    Thank you.

    Like

  5. Musicaresco says:

    Hi
    I tried to build with Volumetric but also with lightcut and I wondered if it was difficult to create and publish a build with these two features together. It would be fantastic!

    Like

  6. joel says:

    Great work farsthary!
    does your photonmapper support textures/materials ?
    Matt’s version doesnt, and he said render times will get a hit from textures.
    Could you also provide some info about your future plans for this project (like final gather)?
    will you add things like irradiance caching (should be a nice speedup) and shadow-photons

    Like

  7. Carl Erik says:

    I’m starting to feel like i kid, just aching for my birthday to come, so i can have all these goodies for presents.. 🙂 Really, you devs are doing an incredible effort.. I love the open-source community surrounding blender in particular.. It’s just plain incredible!!

    My best regards! Please do keep up the amazing work.

    Like

  8. RH2 says:

    Awesomeness! Is this going to become like an internal blender version of yafray? Nice job getting me excited 🙂

    Hope you learn a lot from this experimenting

    Like

  9. Woohoo ! That’s a killer feature, and a huge promise for any blenderheads willing to use GI with nodes (or any other feature not available for external renderers)

    Many thanks for your work, I join the beta-testers list right now if there is one 😉

    Like

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