Cycles - noise on dense meshes #37641

Closed
opened 2013-11-27 11:57:18 +01:00 by Piotr Adamowicz · 7 comments

System Information
Windows 7 x64, Geforce GTX 295 (CPU rendering)

Blender Version
Broken: Blender 2.69 a65ef6a, buildbot
Worked: never. Checked 3 past official releases.

Short description of error
There seems to be a significant amount of ray misses on dense geometry, causing a visible amount of noise that never clears up, and making the objects look somewhat transparent. This is not apparent on sparse geometry.

Exact steps for others to reproduce the error
Open attached blend, set the viewport to rendered mode.

**System Information** Windows 7 x64, Geforce GTX 295 (CPU rendering) **Blender Version** Broken: Blender 2.69 a65ef6a, buildbot Worked: never. Checked 3 past official releases. **Short description of error** There seems to be a significant amount of ray misses on dense geometry, causing a visible amount of noise that never clears up, and making the objects look somewhat transparent. This is not apparent on sparse geometry. **Exact steps for others to reproduce the error** Open attached blend, set the viewport to rendered mode.

Changed status to: 'Open'

Changed status to: 'Open'

Added subscriber: @MadMinstrel

Added subscriber: @MadMinstrel
Brecht Van Lommel was assigned by Sergey Sharybin 2013-11-27 13:54:26 +01:00

Added subscriber: @Sergey

Added subscriber: @Sergey
Member

Added subscriber: @lichtwerk

Added subscriber: @lichtwerk
Member

can confirm this.
some findings: as this seems to be some kind of precission error you dial against this by lowering focal length (orthographic seems to be worst), also narrowing camera clipping helped in my tests. not familiar with rayintersection code otherwise (hopefully will have time for this sometime in the future)...

can confirm this. some findings: as this seems to be some kind of precission error you dial against this by lowering focal length (orthographic seems to be worst), also narrowing camera clipping helped in my tests. not familiar with rayintersection code otherwise (hopefully will have time for this sometime in the future)...

Changed status from 'Open' to: 'Archived'

Changed status from 'Open' to: 'Archived'

I'm aware of these precision issues, it's on the todo list to solve. I'd like to rewrite triangle intersection code from scratch to make it more precise, but right now I don't consider this a bug. There is a performance vs. precision tradeoff here as well, adding more precision will make renders slower, it's not a simple fix but needs to be done very carefully as part of a bigger refactor.

I'm aware of these precision issues, it's on the todo list to solve. I'd like to rewrite triangle intersection code from scratch to make it more precise, but right now I don't consider this a bug. There is a performance vs. precision tradeoff here as well, adding more precision will make renders slower, it's not a simple fix but needs to be done very carefully as part of a bigger refactor.
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Reference: blender/blender#37641
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