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The gpu_spectral variant's output seems to lack the medium scattering effects that the same scene rendered with the scalar_spectral variant has.
System configuration
Platform: CentOS 7
Compiler: GCC 9.3.1
Mitsuba version: 2.2.1
Python version: 3.6.8
Compiled variants:
scalar_spectral
gpu_spectral
Description
I created a basic scene with three shapes. Two of the shapes are boxes with a diffuse bsdf and and the last shape is a box acting as an area emitter that uses a bitmap for spatially varying radiance values. The sensor is a perspective lens that has a homogeneous medium attached to it for a smokey environment effect. When using the scalar_spectral variant the scene looks as one would expect (lots of scattering due to the medium) but when using the gpu_spectral variant the scene lacks this scattering.
Things tried (but didn't change the difference):
Specifying different sample counts, samples per pass, and sampler types
Swapped the volpath integrator for the volpathmis integrator
Removing the emissive texture and using a single radiance value for the emitter
Curiosities:
When I use an area emitter with a bitmap mitsuba generates warnings about not finding a sensor or integrator but when I remove the bitmap and just rely on a value for the radiance, the warnings disappear
The profiler output shows the gpu variant spends a lot less time on medium sampling than the scalar variant (0.35% vs. 10.95%)
With the scalar_spectral variant:
With the gpu_spectral variant:
With the scalar_spectral variant with no emissive "texture" (just a radiance value):
With the gpu_spectral variant with no emissive "texture" (just a radiance value):
If I remember correctly there are currently some known issues regarding volume rendering with gpu_* variants. Unfortunately we are focussing on the release of the next version of Mitsuba, which will better support volume rendering.
Summary
The gpu_spectral variant's output seems to lack the medium scattering effects that the same scene rendered with the scalar_spectral variant has.
System configuration
scalar_spectral
gpu_spectral
Description
I created a basic scene with three shapes. Two of the shapes are boxes with a diffuse bsdf and and the last shape is a box acting as an area emitter that uses a bitmap for spatially varying radiance values. The sensor is a perspective lens that has a homogeneous medium attached to it for a smokey environment effect. When using the scalar_spectral variant the scene looks as one would expect (lots of scattering due to the medium) but when using the gpu_spectral variant the scene lacks this scattering.
Things tried (but didn't change the difference):
Curiosities:
With the scalar_spectral variant:
With the gpu_spectral variant:
With the scalar_spectral variant with no emissive "texture" (just a radiance value):
With the gpu_spectral variant with no emissive "texture" (just a radiance value):
Here's my xml scene file:
Steps to reproduce
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