1. 16 11月, 2020 1 次提交
  2. 11 11月, 2020 2 次提交
  3. 05 11月, 2020 1 次提交
  4. 31 10月, 2020 1 次提交
    • M
      Rework MediumHandle::SampleTmaj() interface. · 5e84482e
      Matt Pharr 提交于
      Now, it returns a SampledSpectrum representing Tmaj, either from [0,tMax)
      or from the last sample position returned via a callback if one or more
      samples was taken.  In turn, this value is used to correctly update various
      path throughputs and sampling PDFs in the integrators.
      
      This fixes some subtle bugs from mishandling that before. As a bonus, with
      this change, volumetrics on the GPU are now about 2x faster, though it's
      not obvious why that would be (and I haven't dug in further yet.)
      5e84482e
  5. 18 9月, 2020 1 次提交
  6. 16 9月, 2020 1 次提交
  7. 14 9月, 2020 1 次提交
  8. 06 9月, 2020 1 次提交
  9. 02 9月, 2020 1 次提交
    • M
      GPU: stop passing rayIndex through the pipeline · bdc28335
      Matt Pharr 提交于
      And in turn, stop grabbing values out of the rayQueue; all queues are now
      only accessed by the kernels that consume them.
      
      The precomputed sample values have moved to PixelSampleState, for now at least.
      bdc28335
  10. 01 9月, 2020 2 次提交
    • M
      Triangle::InteractionFromIntersection improvements · bb45bbcf
      Matt Pharr 提交于
      No longer take an instance to world transform; instead, apply that
      transformation in the caller when needed (OptiX). Beyond being cleaner,
      fixes a rare case before where we'd intersect a small non-degenerate
      triangle, transform its vertices in InteractionFromIntersection() and end
      up with a degenerate triangle...
      
      Issue #12...
      bb45bbcf
    • M
      Merge 'windows-gpu-rework' branch to 'master' · 0e68e2d1
      Matt Pharr 提交于
      This lets the Windows GPU build run efficiently, without the hack of
      synchronizing after each kernel. There, the GPUPathIntegrator is now stored
      in CPU memory; in turn, the GPU kernels capture *this by value so that they
      can access the values of members.
      0e68e2d1
  11. 29 8月, 2020 1 次提交
  12. 28 8月, 2020 2 次提交
  13. 27 8月, 2020 2 次提交
  14. 25 8月, 2020 1 次提交
  15. 23 8月, 2020 1 次提交
    • M
      GPU: improve handling of MixMaterial · 1d929a77
      Matt Pharr 提交于
      Resolve MixMaterials immediately in the closest hit shader. Among other
      things, this fixes bump mapping with them. Also, issue error messages for
      MixMaterial cases not handled on the GPU path.
      1d929a77
  16. 22 8月, 2020 2 次提交
  17. 18 8月, 2020 1 次提交