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Proposed RFC Suggestion: Ground truth provider #42
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Need to follow up with the TSC. |
I have looked into LuxCoreRender and tinkered with some 'white furnace' scenes as an initial validation check. These are scenes where every object has a purely diffuse material with no absorption (i.e. 'matte white'). If you put a diffuse area light or environment light in such a scene, the analytical solution is known: it should be as bright as that light source every way you look (think of a path tracer with perfect importance sampling of the diffuse brdf: light keeps bouncing around on the surfaces without absorption and with Monte Carlo weight of 1 until it hits a light source and returns its emitted radiance). This works OK in simple scenes with only a constant environment light, but I cannot get it to give the correct results in scenes with area lights -- it sometimes even breaks energy conservation by having areas that are brighter that the light source(s) themselves. (Note: I couldn't seem to set an unlimited max path depth in LuxCoreRender, these results are with a max path depth of 1k.) Inside a closed Cornell box with spherical light source (correct solution: entire image as bright as the light source): Classical 'open' Cornell box (without front wall) with box-shaped area light and constant environment light (there seems to be a dark view-dependent artefact on the light source, and the interior of the box is brighter than the light sources): Similar setup, but with a spherical light source inside the Cornell box (energy violation is more pronounced here): This GH issue also talks about incorrect lighting results: LuxCoreRender/LuxCore#580 IMO, this currently makes LuxCoreRender unsuitable as a ground truth provider: you don't want a situation where you are second guessing the validity of your ground truth validation result itself. |
Is there any possibility that we could make a plugin for Mitsuba so it could load O3DE scenes? |
@RoaldFre thanks a lot for your feedback. It seems, at the moment, using Mitsuba is not completely ruled out. As We already use GPL projects like |
The outcome from the last meeting was that as long as Mitsuba code does not go into O3DE and it remains an exporter that you can use with Mitsuba it should be fine. Please correct me if I'm wrong @galibzon. |
@thefranke , correct. I got confirmation from the legal department that as long as We don't modify code in Mitsuba then We are good to go. I'll announce our plan to use Mitsuba as ground truth provider in the Technical Steering Committee meeting which occurs tomorrow 6/28 at 8am PT in Discord. |
Closing this issue as approved. We'll use Mitsuba as ground truth provider. This also means that at the time We can not contribute code to Mitsuba because of its LGPL3.0 license. But We can create scripts, etc that can export scene data in a format compatible with Mitsuba. |
Motivation
Currently, visual fidelity in O3DE is driven by existing state of the art implementations, but to grow O3DE to full maturity and utilize it as a platform to lead research and foster innovative development in the industry, we will need a way to validate our results against established ground truth solutions.
The current situation asks for tedious manual processing and precise mirroring of the setup in external packages, to reproduce the result. During this process, small errors can be introduced generating false negatives or positives in the results.
Overview
The system proposed here will allow a seamless integration of an offline renderer into O3DE to allow quick and easy comparison of the rendered visuals.
Theory of operation
Scenes are created directly in O3DE and are exported from within the engine to the (offline) ground truth provider. The system is designed to operate with minimal user input and provide repeatable results to be used as ground truth comparison points to validate visual results.
The ground truth provider: Mitsuba
The system proposed here is designed around Mitsuba. Mitsuba is a well-established open source rendering system (https://github.com/mitsuba-renderer/mitsuba), which makes it a prime candidate for our purpose.
The O3DE scene exporter
The system is designed to function with minimal user input and process scenes automatically.
It will present itself as a scene level component in which the user can setup the export properties such as camera setup and export path.
For the few Atom components where an automatic conversion cannot be achieved, specialized components could be implemented to provide the required properties.
Discussion points
User defined materials
Most existing materials can be trivially represented by a model already available in Mitsuba, but representing user defined materials can be quite complex. Evaluating the shader could be done by transpiling the azsl into its C++ counter part, or by forcing the user to provide a custom Mitsuba implementation for their material.
LookDev library
In many cases testing a scene side by side is too broad of a comparison. A specialized LookDev testing environment which can be exported to validate material properties independent of several other effects in a scene should exist so users can for instance test lights, GI bouncing behavior, materials or camera properties (maybe even post-processes such as DoF) independently.
Built-in metrics
A range of different metrics exist to validate results from comparisons, a simple one for instance being PSNR. However, the aim of an algorithm might be to be biased on purpose while retaining the highest perceptual quality. Showing multiple of these indicators can give a user an overview if an algorithm in O3DE might have different strengths or weaknesses depending on the context it is measured in.
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