- 08 10月, 2020 10 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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由 Matt Pharr 提交于
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由 Matt Pharr 提交于
(Be consistent with changes in #55.)
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由 Matt Pharr 提交于
Flip DiffuseAreaLight's image uv.y coordinate
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由 Matt Pharr 提交于
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由 Matt Pharr 提交于
(This can in particular happen due to image resampling for MIP maps.)
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由 Matt Pharr 提交于
Forgot to add the divide by the wavelengths' PDF here once that was moved out of Film. Illuminant photometric scaling so we're back to 0-1 then. Issue #53.
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由 Matt Pharr 提交于
This reverts commit a685e020, which seems to have caused issue #56 (the Ubuntu part at least.)
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由 Matt Pharr 提交于
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- 07 10月, 2020 3 次提交
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由 jim price 提交于
By flipping the DiffuseAreaLight's uv.y texture coordinate we can match the same texture lookups as SpectrumImageTexture.
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由 Matt Pharr 提交于
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由 Matt Pharr 提交于
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- 06 10月, 2020 10 次提交
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由 Matt Pharr 提交于
In many cases we ended up using a spectrum with the illuminant baked in when we didn't actually want it. This caused a blue color shift when equal RGB values were given to specify scattering and caused the hair BxDF to come out too red... (All of these issues were made obvious with the recent RGBIlluminantSpectrum renaming fixup.) Fixes, finally, issue #28.
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由 Matt Pharr 提交于
Issue #28.
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由 Matt Pharr 提交于
RGBSpectrum -> RGBIlluminantSpectrum RGBReflectanceSpectrum -> RGBSpectrum SpectrumType::General -> SpectrumType::Illuminant SpectrumType::Reflectance -> SpectrumType::General (Infrastructure for issue #28)
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由 Matt Pharr 提交于
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由 Matt Pharr 提交于
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由 Matt Pharr 提交于
Avoid refinement depth calc for straight curves
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由 Matt Pharr 提交于
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由 Matt Pharr 提交于
Avoid division by zero with flat ribbon curves
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由 Matt Pharr 提交于
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由 Matt Pharr 提交于
Changed when rays are normalized after being transformed to medium space which will cause image differences with media that have a scale transform applied to them. This fixes the visible volume majorant grid artifacts in issue #28. Otherwise small changes: - The cloud medium's "extent" parameter has been renamed to "frequency". - A small change to how it sums scales noise will lead to small image diffs with it. - Otherwise just renaming things / moving them around.
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- 05 10月, 2020 1 次提交
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由 Matt Pharr 提交于
Wrap nvdb filename parameter with ResolveFilename()
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- 04 10月, 2020 5 次提交
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由 jim price 提交于
This fixes an issue where pbrt can not find NanoVDB files that specified with a relative path. An example scenario that this fix resolves. `pbrt scenes/test_file.pbrt` test_file.pbrt: ``` # stuff MakeNamedMedium "foggy" "string type" "nanovdb" "string filename" [ "../../vdbs/test.nvdb" ] # more stuff ```
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由 Matt Pharr 提交于
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由 Matt Pharr 提交于
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由 Matt Pharr 提交于
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由 Matt Pharr 提交于
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- 02 10月, 2020 1 次提交
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由 Matt Pharr 提交于
Now, a trilinear filter. https://www.iquilezles.org/www/articles/morecheckerfiltering/morecheckerfiltering.htm
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- 01 10月, 2020 5 次提交
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由 Matt Pharr 提交于
Also, do the 3D case. Inspiration from https://iquilezles.org/www/articles/checkerfiltering/checkerfiltering.htm
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由 Matt Pharr 提交于
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由 Matt Pharr 提交于
Now they use an RGBSpectrum or RGBReflectanceSpectrum, as appropriate, when turning RGB into spectral samples in their Evaluate() methods.
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由 Matt Pharr 提交于
When a texture is first created, we don't know how it will be used. Therefore, we create both forms of it and then choose the appropriate one based on what the Material requests. This eliminates a bunch of cases where we hard-coded creating ones for Reflectance since we didn't know any better.
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由 Matt Pharr 提交于
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- 30 9月, 2020 1 次提交
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由 Matt Pharr 提交于
Improve filter footprint computation when no differentials are available and Camera's approximations of dpdx and dpdy are used. Remove RGBConstantTexture and RGBReflectanceConstantTexture; they're not giving any perf. benefit at this point.
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- 29 9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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- 28 9月, 2020 1 次提交
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由 Matt Pharr 提交于
No functional changes.
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- 27 9月, 2020 1 次提交
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由 jim price 提交于
If a curve is straight we do not need to refine. This avoids a fatal Log2Int(0) check.
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