1. 05 1月, 2022 2 次提交
  2. 29 12月, 2021 3 次提交
  3. 27 12月, 2021 2 次提交
  4. 26 12月, 2021 1 次提交
  5. 08 12月, 2021 4 次提交
  6. 07 12月, 2021 1 次提交
    • M
      Fix bug in checking for multiple GPUs on Windows. · 545970b9
      Matt Pharr 提交于
      It seems that we see a slowdown with multiple GPUs even with the same
      shader model. (Issue #217.) Therefore, now pbrt issues an error if multiple
      GPUs are detected and one hasn't been selected.
      545970b9
  7. 01 12月, 2021 1 次提交
  8. 30 11月, 2021 7 次提交
  9. 25 11月, 2021 3 次提交
  10. 24 11月, 2021 3 次提交
  11. 23 11月, 2021 1 次提交
    • M
      Fix bug in handling of animated transforms. · 21cb155b
      Matt Pharr 提交于
      Due to round-off, BasicSceneBuilder::CTMIsAnimated() may return true even
      though the corresponding AnimatedTransform ends up storing the same two
      transforms. This was triggering an assert in the AnimatedPrimitive
      constructor...
      
      Fixes #204.
      21cb155b
  12. 18 11月, 2021 1 次提交
  13. 30 10月, 2021 9 次提交
  14. 29 10月, 2021 1 次提交
    • M
      Update handling of ray epsilons in gpu/optix.cu · 1de08a88
      Matt Pharr 提交于
      Reduce the epsilon to better resolve fine shadows (especially in the Moana Island scene.)
      
      Also add a hack to fix a rare infinite loop when finding all intersections
      along a ray for subsurface scattering with quadric shapes (root cause bug
      not yet chased down.)
      1de08a88
  15. 28 10月, 2021 1 次提交