- 05 1月, 2022 2 次提交
- 29 12月, 2021 3 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
Mostly unused variables.
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- 27 12月, 2021 2 次提交
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由 Matt Pharr 提交于
Reading from T * via uint64_t * is not allowed... This led to a significant slowdown with g++ 9.3.0. (Issue #219).
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由 Matt Pharr 提交于
The computation of the index into the RNG sequence was being done with 32-bit arithmetic (even though the index can be 64 bits), which meant that it would start repeating after 64k spp.
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- 26 12月, 2021 1 次提交
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由 Matt Pharr 提交于
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- 08 12月, 2021 4 次提交
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由 Matt Pharr 提交于
We still need to consider the glossy case... (Bug introduced in 1f926fd2.)
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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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- 07 12月, 2021 1 次提交
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由 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.
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- 01 12月, 2021 1 次提交
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由 Matt Pharr 提交于
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- 30 11月, 2021 7 次提交
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由 Matt Pharr 提交于
Fixes #216, via @harrytodorov.
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由 Matt Pharr 提交于
Fixes #214; issue noted by @anooprthomas.
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由 Matt Pharr 提交于
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由 Matt Pharr 提交于
(And reenable the unit test that confirms this.)
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由 Matt Pharr 提交于
It's wasteful to expand the provided Float to an Interval since then redundant work is done in the full (Interval op interval) implementation. This gives a ~5% speedup for scenes with many quadric shapes, where Interval is used heavily in the intersection routines.
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由 mserquet 提交于
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由 Matt Pharr 提交于
Silences a compiler warning with nvcc 11.5.
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- 25 11月, 2021 3 次提交
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由 Matt Pharr 提交于
(The MSVC build fails when these are inconsistent.)
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由 Matt Pharr 提交于
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由 Jim Price 提交于
* Add rendercoordsys as a scene Option * Remove quote protection as it is not needed
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- 24 11月, 2021 3 次提交
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由 Matt Pharr 提交于
This works around a NaN case in SampleSphericalTriangle(). (Ideally that function would be more numerically robust, but that's a bigger issue...) Issue #211.
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由 Matt Pharr 提交于
Via @shadeops. Issue #210.
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由 Matt Pharr 提交于
A missing ResolveFilename() in the function that associated loaded normal map images with materials caused normal maps to be dropped when pbrt was started in a different directory than the scene file was in. Fixes issue #210.
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- 23 11月, 2021 1 次提交
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由 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.
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- 18 11月, 2021 1 次提交
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由 Jim Price 提交于
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- 30 10月, 2021 9 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
Accessing parameters of the std::moved-from entity was not effective...
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由 Matt Pharr 提交于
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由 Matt Pharr 提交于
Null-valued member variables were leading to trying to initialize std::strings with nullptr rather than printing "nullptr".
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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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- 29 10月, 2021 1 次提交
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由 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.)
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- 28 10月, 2021 1 次提交
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由 Matt Pharr 提交于
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