1. 25 8月, 2021 1 次提交
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      Update from book source. · 480ec8e2
      Matt Pharr 提交于
      SceneStateManager -> BasicSceneBuilder
      Add various object creation methods to BasicScene
      Remove redundant threadAllocators parameter from BasicScene::CreateMaterials()
      480ec8e2
  2. 23 8月, 2021 1 次提交
  3. 11 8月, 2021 1 次提交
  4. 10 8月, 2021 4 次提交
  5. 06 8月, 2021 1 次提交
  6. 02 8月, 2021 1 次提交
  7. 01 8月, 2021 2 次提交
  8. 31 7月, 2021 8 次提交
  9. 29 7月, 2021 2 次提交
    • M
    • M
      Rework handling of allocators in GPU/wavefront integrator · f74d7da8
      Matt Pharr 提交于
      The previous implementation repeatedly assumed that Allocators were
      thread safe; this is not required for std::pmr allocators, but happened to
      be the case when the default allocator is used on the CPU (since new/delete
      are thread safe.) For the GPU, the CUDATrackedMemoryResource was
      also thread-safe, but it also included some per-thread caching that doesn't
      really belong in a memory resource.
      
      Therefore, the WavefrontPathIntegrator (and friends) now no longer assume
      that allocators are thread-safe, but instead explicitly use per-thread allocators
      in parallel code. CUDATrackedMemoryResource is simplified to be just a
      memory resource, and now we use a std::pmr::monotonic_buffer_resource
      when we actually want chunked allocation.
      f74d7da8
  10. 06 5月, 2021 1 次提交
  11. 03 5月, 2021 2 次提交
    • M
      Update from book source. No functional changes. · 292180bf
      Matt Pharr 提交于
      292180bf
    • M
      Generalize GPU rendering path to run on both CPU and GPU (#125) · e90458fb
      Matt Pharr 提交于
      * Generalize GPU rendering path to run on both CPU and GPU
      
      Now we have a WavefrontIntegrator that can both run on the CPU (backed by
      ParallelFor() for parallelization and pbrt's aggregates for ray
      intersection acceleration) and on the GPU (backed by GPUParallelFor() for
      parallelization and OptiX for ray intersection on NVIDIA GPUs.)
      
      Beyond generalizing the code, this refactor allows CPU-side debugging and
      testing of the wavefront integrator.  Doing so allows further isolation of
      the GPU-specific code into a few source files, now just ~2.5k lines of code.
      
      This includes a bug fix in the wavefront medium code to resolve MixMaterials
      to one of their constituent materials before enqueuing material evaluation
      and shading work.
      
      Note that on the CPU, the wavefront integrator runs 5-10x more slowly than
      pbrt's regular CPU integrators, so it is not recommended for regular use...
      Co-authored-by: NWenzel Jakob <wenzel.jakob@epfl.ch>
      e90458fb
  12. 03 4月, 2021 1 次提交
  13. 02 4月, 2021 1 次提交
    • M
      Revert and rework be20df83 · 8d18e469
      Matt Pharr 提交于
      With that change, we were no longer creating textures and materials in the
      order that they were defined, which broke scenes that used "mix" textures
      and materials that depended on referring to earlier instances of them.
      8d18e469
  14. 31 3月, 2021 1 次提交
  15. 30 3月, 2021 2 次提交
  16. 23 2月, 2021 1 次提交
    • M
      Update from book source. · 2a0bba24
      Matt Pharr 提交于
      The only functional change is the replacement of ReportValue()
      for reporting STAT_INT_DISTRIBUTION values with operator<<.
      2a0bba24
  17. 13 2月, 2021 1 次提交
  18. 18 10月, 2020 2 次提交
  19. 17 10月, 2020 1 次提交
  20. 01 10月, 2020 1 次提交
  21. 18 8月, 2020 1 次提交