I watched some videos from siggraph 2015 and then there was this http://cvc.ucsb.edu/graphics/Papers/SIGGRAPH2015_LBF/
I don’t know if this video comes from the same group but the method seems to be the same.
Next to some wobbly big noise going on in animations, I can see (in the second video) that the glas shader clearly gives a very blurry results. Ofcourse this comes from the very low sampled noise (8-16 samples) that they are filtering.
Could this kind of methods be implemented in cycles?
Would be very nice for previews (or maybe even high sample renderings?)
I’d like to see some comparisons between different samplecounts for one scene.