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Path Tracing Quake in Blender

matthewearl.github.io

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Re: Path Tracing Quake in Blender

#2
The motion blur is quite good here. Here is some light reading/watching on the subject.

https://docs.blender.org/manual/en/latest/render/cycles/rend...

https://youtu.be/VXIrSTMgJ9s

In my estimation of things: motion blur is only beneficial to try to work around sample and hold displays. If there were fully continuous (1000 Hz is close enough) or sub 1 ms strobed displays then motion blur would add nothing.

Re: Path Tracing Quake in Blender

#3
The author mentions using frustum culling for performance. Won't this lead to lighting artifacts with indirect illumination when path tracing? Even when an object is behind the camera it could still affect the lighting of what's in front of it.

Re: Path Tracing Quake in Blender

#4

The motion blur is quite good here. Here is some light reading/watching on the subject. https://docs.blender.org/manual/en/latest/render/cycles/rend... https://youtu.be/VXIrSTMgJ9s In my estimation of things: motion blur is only beneficial to try to work around sample and hold displays. If there were fully continuous (1000 Hz is close enough) or sub 1 ms strobed displays then motion blur would add nothing.

To take advantage of a 1000 Hz monitor, you'd need to render 1000 different images per seconds!

And if you can renderer 1000 images per seconds, then generating motion blur that work on a 100 fps monitor is as simple as displaying an average of 10 frames.

The various motion blur techniques allow simulating higher frame rate without paying the full cost of rendering all the extra frames.

Re: Path Tracing Quake in Blender

#5

The motion blur is quite good here. Here is some light reading/watching on the subject. https://docs.blender.org/manual/en/latest/render/cycles/rend... https://youtu.be/VXIrSTMgJ9s In my estimation of things: motion blur is only beneficial to try to work around sample and hold displays. If there were fully continuous (1000 Hz is close enough) or sub 1 ms strobed displays then motion blur would add nothing.

Yes. Motion blur is temporal interpolation, this is, it's a way of representing what happens "in between frames". The shorter the time between frames, the more subtle the effects of interpolation (like the higher the resolution of an image, the less blurry it becomes in between pixels).

Re: Path Tracing Quake in Blender

#6
post #3

The author mentions using frustum culling for performance. Won't this lead to lighting artifacts with indirect illumination when path tracing? Even when an object is behind the camera it could still affect the lighting of what's in front of it.

Author here, I intersect the view frustum with the light's sphere of influence (and also take into account PVS info) so it still includes lights that are reachable by one bounce. Technically this means I might omit two bounce reflections but in practice this doesn't appear to be a problem.

Re: Path Tracing Quake in Blender

#7
post #3

The author mentions using frustum culling for performance. Won't this lead to lighting artifacts with indirect illumination when path tracing? Even when an object is behind the camera it could still affect the lighting of what's in front of it.

Since it's coarse as the BSP, you won't lose objects behind you. The BSP data structure doesn't take into account the camera's looking direction, just the camera's position. Thus, it includes every object visible from all possible looking directions visible at a given point, so it will always include objects behind you.

Re: Path Tracing Quake in Blender

#9
any effort to exemplify the characteristics or dynamics of path tracing is rendered immediately pointless by the gameplays insufferably sadistic nineties era bunny-hop autism as it makes a visible account of the gameplay all but impossible to follow. Path tracing a nauseating speed run holds almost zero value.
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