- 05 1月, 2022 1 次提交
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由 Jim Price 提交于
* Check instance defintions for mediums * Replace structured binding with a traditional iterator This keeps the loop consistent with the rest of the code base and avoids creating an unused variable.
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- 29 12月, 2021 2 次提交
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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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- 30 10月, 2021 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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- 27 10月, 2021 1 次提交
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由 Matt Pharr 提交于
(Rather than just printing a warning.) Issue #152.
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- 22 10月, 2021 1 次提交
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由 Matt Pharr 提交于
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- 11 10月, 2021 1 次提交
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由 Matt Pharr 提交于
Now Material implementations have a GetBxDF() method rather than GetBSDF() and they directly return their associated BxDF type, whatever it may be. This slightly cleans up all of the GetBxDF() method implementations with no real impact on the code that calls them.
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- 27 9月, 2021 1 次提交
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由 Matt Pharr 提交于
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- 24 9月, 2021 1 次提交
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由 Matt Pharr 提交于
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- 14 9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
Fixes #179, via @shadeops.
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- 03 9月, 2021 1 次提交
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由 Matt Pharr 提交于
Partially seeding an RNG using just ray direction is risky business with an orthographic camera. Things go extra bad when the object enclosing the medium has camera-axis aligned planes in which case doing the rest of the RNG seeding with tMax to the intersection point rounds out the borkage. Fixes #175.
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- 01 9月, 2021 1 次提交
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由 Matt Pharr 提交于
s/BumpEvalContext/NormalBumpEvalContext/ Factor Bump() into BumpMap() and NormalMap()
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- 30 8月, 2021 1 次提交
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由 Matt Pharr 提交于
Rename texture mapping classes to not have "2D" and "3D" suffixes. Otherwise just naming and formatting changes.
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- 28 8月, 2021 1 次提交
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由 Matt Pharr 提交于
Just variable renaming and formatting...
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- 27 8月, 2021 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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- 26 8月, 2021 3 次提交
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由 Matt Pharr 提交于
The Camera, Filter, Film, and Sampler are all created using RunAsync() calls as soon as their specifications are available. This also cleans things up from the caller side as we take care of the dependencies between them (e.g. the Sampler needing the Film resolution) once inside BasicScene.
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由 Matt Pharr 提交于
Rather, check the actual objects used for rendering. (This will allow making more members of ParsedScene private...)
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由 Matt Pharr 提交于
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- 25 8月, 2021 1 次提交
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由 Matt Pharr 提交于
SceneStateManager -> BasicSceneBuilder Add various object creation methods to BasicScene Remove redundant threadAllocators parameter from BasicScene::CreateMaterials()
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- 23 8月, 2021 5 次提交
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由 Matt Pharr 提交于
Remove SceneProcessor interface class (only had one implementation) Rename ParsedScene -> BasicScene
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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
(Following a02c2d0c.) This includes two minor bugfixes related to proportional PDFs from BxDFs and volumetric emission that also eliminate consistencies with the VolPathIntegrator.
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- 22 8月, 2021 1 次提交
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由 Matt Pharr 提交于
s/T_hat/beta/g s/uniPathPDF/inv_w_u/g s/lightPathPDF/inv_w_l/g In preparation for changes corresponding to a02c2d0c. Note that the variable names do not match their actual usage, but this makes the forthcoming actual logic changes easier to review. logic changes
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- 21 8月, 2021 1 次提交
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由 Matt Pharr 提交于
Make SquareMatrix::Determinant() a stand-alone function. Remove rarely-used Bilerp() function
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- 20 8月, 2021 1 次提交
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由 Matt Pharr 提交于
Issue #172.
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- 19 8月, 2021 2 次提交
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由 Matt Pharr 提交于
- 18 8月, 2021 3 次提交
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由 Matt Pharr 提交于
Issue #170.
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由 Matt Pharr 提交于
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由 Matt Pharr 提交于
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- 17 8月, 2021 1 次提交
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由 Matt Pharr 提交于
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- 13 8月, 2021 1 次提交
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由 Matt Pharr 提交于
Qualify Medium::IsEmissive() with PBRT_CPU_GPU Get rid of the MediumSample structure; pass the various appropriate values directly to the lambda passed to SampleT_maj() rather than wrapping them up into that. Simplify MediumInteraction to not include sigma_* and Le (it's not necessary and just causes a bunch of data copying.)
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- 12 8月, 2021 1 次提交
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由 Matt Pharr 提交于
Make SampleT_maj a standalone function Otherwise minor variable renaming and restructuring.
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- 06 8月, 2021 1 次提交
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由 Matt Pharr 提交于
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