Simulation Compatibility
This page describes which sources and sensors are compatible with the different types of simulation.
CPU Simulations
Simulation | Source | Sensor |
---|---|---|
Interactive Simulation |
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Direct Simulation | ||
Inverse Simulation |
- At the beginning of the simulation, a visibility map is computed. To compute it, a ray is launched at the center of each pixel of the sensor to know if the ray has intersected geometries or not.
- During the simulation, rays are randomly emitted on all the surface of the pixel. If a ray emitted (during the visibility map computation) in the center of a pixel intersects no geometry, all rays emitted in that pixel will never intersect geometries.
This may then generate propagation errors and wrong result.
To solve this issue, you may use a sensor with smaller pixels.
1When ambient and/or environment sources are enabled for direct simulation, only 2D and 3D irradiance sensors are taken into account.
2Only for colorimetric and spectral radiance sensors.
3 The SPEOS Lens System model (.OPTDistortion v2 version) is not compatible with a deterministic algorithm in inverse simulation.
4An Inverse Simulation, with Timeline deactivated and using a Camera Sensor, only generates a HDRI file (*.hdr).
5Inverse Simulations using Display Sources are not compatible with the FTG option activated (Fast Transmission Gathering).
6Only one Light Expert Group can be added to a Direct simulation.
7When a Direct simulation is composed of a sensor using the Gathering algorithm (Radiance, Human Eye, Observer, Immersive), and a polarizing surface state (unpolished, coated, polarizer, polar plate, optical polished, plugin, polar anisotropic surface), simulation results might not be accurate due to the fact that gathering does not take into account the polarization of the ray, acting as if the ray is unpolarized.
8When using a Ray File source in simulation, make sure all rays start from the same medium. Otherwise you will have an unrealistic behavior and may face differences between GPU and CPU simulations.
GPU Simulations
For an exhaustive list of GPU Solver limitations and non-compatibility, see GPU Simulation Limitations.
- Files, components, sources or sensors that are not listed in the following table are not compatible with GPU Simulations.
- GPU Simulations use the Monte Carlo algorithm.
GPU Simulations simulate all sensors at once.
CAUTION: As all sensors are loaded into memory at the same time, the Video RAM might become saturated when using many sensors.
Simulation |
Source |
Sensor |
---|---|---|
Direct Simulation |
||
Inverse Simulation |
1When ambient and/or environment sources are enabled for direct simulation, only 2D and 3D irradiance sensors are taken into account.
2Only for colorimetric and spectral radiance sensors.
3Camera Sensors using dynamic parameters (Trajectory file and Acquisition parameters) in an Inverse Simulation using the Timeline is compatible with the GPU Compute.
4An Inverse Simulation, with Timeline deactivated and using a Camera Sensor, only generates a HDRI file (*.hdr).
5Inverse Simulations using Display Sources are not compatible with the FTG option activated (Fast Transmission Gathering).
6When a Direct simulation is composed of a sensor using the Gathering algorithm (Radiance, Human Eye, Observer, Immersive), and a polarizing surface state (unpolished, coated, polarizer, polar plate, optical polished, plugin, polar anisotropic surface), simulation results might not be accurate due to the fact that gathering does not take into account the polarization of the ray, acting as if the ray is unpolarized.
7When using a Ray File source in simulation, make sure all rays start from the same medium. Otherwise you will have an unrealistic behavior and may face differences between GPU and CPU simulations.
Speos Live Preview
For an exhaustive list of GPU Solver limitations and non-compatibility, see GPU Simulation Limitations.
- Files, components, sources or sensors that are not listed in the following table are not compatible with Speos Live Preview.
- Speos Live Preview is not compatible with propagation in ultraviolet or infrared.
- Speos Live Preview simulations use the Monte Carlo algorithm.
Simulation | Source | Sensor | Materials and Components |
---|---|---|---|
Direct Simulation |
Speos Light Box, BSDF 180 file (*.bsdf180), Unpolished file (*.unpolished), Perfect/rough colored mirror files (*.mirror), Anisotropic BSDF file (*.anisotropicbsdf), spectral intensity maps (when used as input of a surface source definition) Complete scattering file - BRDF (*.brdf), Coating file (*.coated), Advanced Scattering file (*.scattering), Simple Scattering file (*.simplescattering), Mirror, Lambertian and Optical Polished built-in models, Non-fluorescent material (*.material) files *.speos360 file |
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Inverse Simulation |
1Intensity Sensors with Near Field activated are not supported.
2Camera Sensors using dynamic parameters (Trajectory file and Acquisition parameters) in an Inverse Simulation using the Timeline is compatible with the Live Preview.
3Inverse Simulations using Display Sources are not compatible with the FTG option activated (Fast Transmission Gathering).
4When a Direct simulation is composed of a sensor using the Gathering algorithm (Radiance, Human Eye, Observer, Immersive), and a polarizing surface state (unpolished, coated, polarizer, polar plate, optical polished, plugin, polar anisotropic surface), simulation results might not be accurate due to the fact that gathering does not take into account the polarization of the ray, acting as if the ray is unpolarized.