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(L) [2019/09/14] [ost by papaboo] [Insights into random number generator] Wayback!

Could you elaborate a bit on the RNG used?

In preperation for denoising in my own renderer I'm looking into different random number generators to get a decent set of samples pr pixel and ideally different samples for neighbouring pixels. I see that yours uses what looks like several sets of blue noise samples credited to Heitz and then some magic(tm) hashing. Is there any rational behind the specific hash functions?

Cheers
(L) [2019/09/14] [ost by jbikker] [Insights into random number generator] Wayback!

Hello,

The blue noise is directly used from Heitz:

https://eheitzresearch.wordpress.com/762-2/

In coresettings.h you will find the data distributed by Heitz, stored as 64-bit hexadecimal numbers.

Once the renderer runs out of blue noise samples it switches to Marsaglia's xor32 RNG, seeded with the thread number scrambled by a WangHash.

- Jacco.
(L) [2019/09/17] [ost by papaboo] [Insights into random number generator] Wayback!

Fantastic, then I have an idea about what to expect from it.

And thanks for opening up your renderer.

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