- 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 1 次提交
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由 Matt Pharr 提交于
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- 30 10月, 2021 1 次提交
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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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- 14 9月, 2021 1 次提交
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由 Matt Pharr 提交于
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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 2 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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- 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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- 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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- 06 8月, 2021 1 次提交
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由 Matt Pharr 提交于
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- 02 8月, 2021 1 次提交
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由 Matt Pharr 提交于
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- 31 7月, 2021 4 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
This gets rid of a bunch of unnecessarily duplicated code... (And removes a long-obsolete assumption that all area lights are DiffuseAreaLights.)
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由 Matt Pharr 提交于
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- 29 7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
The previous implementation repeatedly assumed that Allocators were thread safe; this is not required for std::pmr allocators, but happened to be the case when the default allocator is used on the CPU (since new/delete are thread safe.) For the GPU, the CUDATrackedMemoryResource was also thread-safe, but it also included some per-thread caching that doesn't really belong in a memory resource. Therefore, the WavefrontPathIntegrator (and friends) now no longer assume that allocators are thread-safe, but instead explicitly use per-thread allocators in parallel code. CUDATrackedMemoryResource is simplified to be just a memory resource, and now we use a std::pmr::monotonic_buffer_resource when we actually want chunked allocation.
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- 23 7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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- 22 7月, 2021 1 次提交
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由 Matt Pharr 提交于
Fixes #150.
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- 20 7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
(Which seems to be a strange MSVC + CUDA 11.1 interaction...)
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- 16 7月, 2021 1 次提交
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由 Matt Pharr 提交于
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- 10 7月, 2021 1 次提交
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由 Matt Pharr 提交于
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- 01 7月, 2021 1 次提交
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由 Matt Pharr 提交于
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- 29 6月, 2021 1 次提交
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由 Matt Pharr 提交于
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- 22 5月, 2021 1 次提交
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由 Matt Pharr 提交于
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- 20 5月, 2021 1 次提交
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由 Matt Pharr 提交于
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- 17 5月, 2021 1 次提交
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由 Matt Pharr 提交于
Also, add a check that issues an error if there is a MixMaterial that uses a complex texture to select between the materials (which isn't supported in the current implementation).
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- 14 5月, 2021 1 次提交
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由 Matt Pharr 提交于
This way, we can not increment the ray depth when it passes through a surface that markes the boundary between different media, matching the behavior of the regular CPU path. In particular, this fixes some undesirable noise in the wavefront integrator (and different behavior from the regular CPU path) that was due to the ray depth being incorrectly tracked in scenes with participating media and then Russian roulette inadvertently being applied after the very first surface intersection.
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