mitsuba2
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- [🐛 bug report] Optix render
Summary
I'm trying to render my scene with the following command:
.\mitsuba.exe -m gpu_autodiff_spectral ..\Glass3.xml
but it doesn't work
System configuration
For bug report, please enter information regarding your system configuration<- [remove this]
- Platform: Windows 10 2004
- Compiler: CMAKE 3.19
- Python version: 2.7.7
- Mitsuba 2 version: the lastest as of today
- Compiled variants:
-
scalar_rgb
-
scalar_spectral
-
gpu_autodiff_spectral
-
- GPU: GTX 1070
- CUDA: 10.2
Description
I have exported a simple scene from blender with a glass + some whiskey (60k tris) and a specular plane + hdri
It works fine if I run it with scalar_spectral but when I try to do gpu rendering it tells me
**Caught a critical exception: cuda_malloc(): out of memory!**
I have read all the issues and I did drop my sample count to 16 (it was set to 256) as well as resolution from 1080p to 1/3 of that
and now the error is as such:
**Caught a critical exception: cuda_trace_append(): arithmetic involving uninitialized variable!**
Here's a link to my final xml file: https://drive.google.com/file/d/1tWdCn5RJ_9wAh1KbRBcpv9mK55Sr_GpT/view?usp=sharing
I can also say that Cycles in the OPTIX mode works just fine as well as Octane/Luxcore, allowing me to render 2x the 1080p res with undefined amount of samples.
Steps to reproduce
- Compile
gpu_autodiff_spectral
- run
.\mitsuba.exe -m gpu_autodiff_spectral ..\Glass3.xml
from the dist with my xml sitting one directory below
Hi @IvanVishnevskiy ,
We are well aware that the current version of Mitsuba 2 on GPU quickly runs out of memory. This issue will be addressed in the upcoming major update.
In order to reproduce you issue, I will need access to the geometry files as well. Could you please package all the necessary files in a ZIP folder and share it here so I can take a look.
In the meantime, you could also try the following steps for debugging:
- reduce
max_depth
in the integrator. Try with 2, 4, 6, 8, 12, 16 to see if the error only occurs after a specific number of bounces - switch every shape to
diffuse
to see if the issue comes from the materials - switch ON/OFF the emitters one by one to see if the issue comes from there
iv_meshes_textures.zip Oh, right, I forgot about these. Thank you for your answer, I will investigate your steps tomorrow
Hello,
I am running into the same problems, and am only able to render a resolution of 512px with a sample size of 10 per pixel. When is the new release update planned, that tackles this issue?
Hi @vucenovic,
We haven't decided on a specific date yet, but we are making good progress. Hopefully in the coming month.
Thanks for the information, and good luck with the further implementation :)