Here's M35 truck rendered at 512x512 upscaled to 2048x2048 with an autoencoder AI:
m35_upscaled_512_to_2048.png
Here's the original:
m35_512.png
Did not go so well for 128 upscaled to 1024...
m35_128.png
Screenshot-2024-02-13-at-2.12.12-PM.png
though in fairness, the latter did not have ambient occlusion, so a lot of discrepancy is gone.
Sean said:
Here's M35 truck rendered at 512x512 upscaled to 2048x2048 with an autoencoder AI:
m35_upscaled_512_to_2048.png
Is that raytraced shadows ? Did our mged or archer have those capability to add raytraced shadows or what I say ambient occlusion?
@Himanshu Sekhar Nayak yes, rt has an option to perform ambient occlusion, which basically gives much more realistic rendering by shooting additional rays that determine how much ambient light reaches part of the scene for that pixel
for example, try running this on the m35.g sample model in mged after "draw component": rt -A1.1 -c "set ambSamples=32" -R -W
contrast that with the default: rt -W
Sean said:
Himanshu Sekhar Nayak yes, rt has an option to perform ambient occlusion, which basically gives much more realistic rendering by shooting additional rays that determine how much ambient light reaches part of the scene for that pixel
So we have option per pixel how many rays we are going to shoot? Like much more rays will give more details.
Yes, there are actually several options for the number of rays per pixel...
One is hypersampling the -H option which literally is just shoot additional rays and it rolls them up into an average. This gives nice smooth edges on geometry but doesn't affect the optics.
Another is ambient sampling, which is the ambSamples value, which doesn't affect edges but affects optics/shading. It's akin to a simplified form of path tracing or radiosity.
That powerplant rendering in Example Renderings is with Ambient Occlusion enabled, which is why the shadows look so great.
Actually I think everything in there has ambient enabled. It takes longer to render, but worth it.
Here's some fun AI-generated images. I asked Dall-E to give me pixel-art depictions of BRL-CAD:
407f2693-11a0-4a07-bc13-3db126acfb51.webp
439f7a75-cc98-4059-bedc-7bf06145d580.webp
61683824-7d23-4c9e-a063-d1af94d86df9.webp
c04f65b3-bf81-475a-86e2-927c90284c6f.webp
Did the same with PlayGroundV2 and it gave me this hilarious but seemingly appropriate result:
Sean said:
Actually I think everything in there has ambient enabled. It takes longer to render, but worth it.
May be after my sem ends, I can start with https://github.com/opencax/GSoC/issues/71.
Yes, that would be awesome @Himanshu Sekhar Nayak ... appleseed rendering will make ambient occlusion rendering practically obsolete. It's so much better all around. We have all the backend pieces in place now for it except for material management described in that issue.
Last updated: Jan 09 2025 at 00:46 UTC