- 16 11月, 2020 1 次提交
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由 Matt Pharr 提交于
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- 11 11月, 2020 2 次提交
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由 Matt Pharr 提交于
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由 Matt Pharr 提交于
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- 05 11月, 2020 1 次提交
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由 Matt Pharr 提交于
The value computed in the presence of chromatic media was slightly incorrect..
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- 31 10月, 2020 1 次提交
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由 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.)
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- 18 9月, 2020 1 次提交
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由 Matt Pharr 提交于
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- 16 9月, 2020 1 次提交
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由 Matt Pharr 提交于
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- 14 9月, 2020 1 次提交
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由 Matt Pharr 提交于
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- 06 9月, 2020 1 次提交
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由 Matt Pharr 提交于
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- 02 9月, 2020 1 次提交
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由 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.
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- 01 9月, 2020 2 次提交
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由 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...
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由 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.
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- 29 8月, 2020 1 次提交
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由 Matt Pharr 提交于
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- 28 8月, 2020 2 次提交
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由 Matt Pharr 提交于
This led to NaNs in highly scattering media...
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由 Matt Pharr 提交于
Cloudy-bunny is over 2x faster; its shadow ray kernel is over 5x faster (with a small increase in noise.)
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- 27 8月, 2020 2 次提交
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由 Matt Pharr 提交于
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由 Matt Pharr 提交于
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- 25 8月, 2020 1 次提交
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由 Matt Pharr 提交于
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- 23 8月, 2020 1 次提交
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由 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.
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- 22 8月, 2020 2 次提交
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由 Matt Pharr 提交于
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由 Matt Pharr 提交于
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- 18 8月, 2020 1 次提交
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由 Matt Pharr 提交于
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