1. 05 1月, 2022 1 次提交
  2. 29 12月, 2021 1 次提交
  3. 30 10月, 2021 1 次提交
  4. 27 10月, 2021 1 次提交
  5. 14 9月, 2021 1 次提交
  6. 28 8月, 2021 1 次提交
  7. 27 8月, 2021 2 次提交
  8. 26 8月, 2021 3 次提交
  9. 25 8月, 2021 1 次提交
    • M
      Update from book source. · 480ec8e2
      Matt Pharr 提交于
      SceneStateManager -> BasicSceneBuilder
      Add various object creation methods to BasicScene
      Remove redundant threadAllocators parameter from BasicScene::CreateMaterials()
      480ec8e2
  10. 23 8月, 2021 2 次提交
  11. 22 8月, 2021 1 次提交
    • M
      wavefront/: rename integrator state variables · c6f59594
      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
      c6f59594
  12. 18 8月, 2021 3 次提交
  13. 06 8月, 2021 1 次提交
  14. 02 8月, 2021 1 次提交
  15. 31 7月, 2021 4 次提交
  16. 29 7月, 2021 3 次提交
    • M
      Update from book source. No functional changes. · 0dec8bb6
      Matt Pharr 提交于
      0dec8bb6
    • M
    • M
      Rework handling of allocators in GPU/wavefront integrator · f74d7da8
      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.
      f74d7da8
  17. 23 7月, 2021 2 次提交
  18. 22 7月, 2021 1 次提交
  19. 20 7月, 2021 2 次提交
  20. 16 7月, 2021 1 次提交
  21. 10 7月, 2021 1 次提交
  22. 01 7月, 2021 1 次提交
  23. 29 6月, 2021 1 次提交
  24. 22 5月, 2021 1 次提交
  25. 20 5月, 2021 1 次提交
  26. 17 5月, 2021 1 次提交
  27. 14 5月, 2021 1 次提交
    • M
      GPU/wavefront integrator: track per-ray depth independently of global wavefront depth. · fcc94ea0
      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.
      fcc94ea0