- 03 5月, 2021 1 次提交
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由 Matt Pharr 提交于
* Generalize GPU rendering path to run on both CPU and GPU Now we have a WavefrontIntegrator that can both run on the CPU (backed by ParallelFor() for parallelization and pbrt's aggregates for ray intersection acceleration) and on the GPU (backed by GPUParallelFor() for parallelization and OptiX for ray intersection on NVIDIA GPUs.) Beyond generalizing the code, this refactor allows CPU-side debugging and testing of the wavefront integrator. Doing so allows further isolation of the GPU-specific code into a few source files, now just ~2.5k lines of code. This includes a bug fix in the wavefront medium code to resolve MixMaterials to one of their constituent materials before enqueuing material evaluation and shading work. Note that on the CPU, the wavefront integrator runs 5-10x more slowly than pbrt's regular CPU integrators, so it is not recommended for regular use... Co-authored-by: NWenzel Jakob <wenzel.jakob@epfl.ch>
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- 01 5月, 2021 1 次提交
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由 Matt Pharr 提交于
Issue #124.
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- 30 4月, 2021 1 次提交
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由 Matt Pharr 提交于
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- 29 4月, 2021 1 次提交
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由 Matt Pharr 提交于
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- 28 4月, 2021 5 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 #25
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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 4月, 2021 1 次提交
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由 Matt Pharr 提交于
Alpha textures now act on emission the same way they do for visibility: alpha masked regions of the surface do not emit illumination. Area lights with a constant alpha of zero are (begrudgingly) special cased so that it is still possible to specify an invisible area light source. A hack in DiffuseAreaLight causes those to be sampled with light sampling only for direct lighting in integrators so that now they are rendered correctly. (Before, they would be MIS weighted accounting for the chance of a BSDF-sampled ray intersecting them even though it was impossible for BSDF sampled rays to do so...)
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- 25 4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
Thus, "interface" is purely for specifying medium transitions. Issue #112.
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由 Matt Pharr 提交于
Issue #112.
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- 24 4月, 2021 7 次提交
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由 Matt Pharr 提交于
This fixes some NaN cases where measured metal IORs didn't cover the full range and were thence sometimes coming out zero when sampled.
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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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由 Matt Pharr 提交于
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由 Matt Pharr 提交于
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- 23 4月, 2021 6 次提交
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由 Matt Pharr 提交于
This was getting to be a lot of memory with many threads and unnecessary, since each thread will generally end up allocating less from its ScratchBuffer the more threads are also working...
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由 Matt Pharr 提交于
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由 Matt Pharr 提交于
Fixes #60.
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由 Matt Pharr 提交于
(This could be handled in simple cases using e.g. the WindowedPiecewiseConstant2D class, but handling the general case seems tricky..)
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由 Matt Pharr 提交于
dpdu and dpdv should not be in terms of the texture coordinates but should be left to be in terms of the patch parameterization. (Before, we were computing the wrong PDF.)
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由 Matt Pharr 提交于
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- 22 4月, 2021 2 次提交
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由 Matt Pharr 提交于
This helps keep the renderer from getting stuck when the display server goes away.
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由 Matt Pharr 提交于
In particular, the latter wasn't updated to account for the notion of int parameters introduced in c84d8a6a, which broke --upgrade.
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- 21 4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
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由 Matt Pharr 提交于
R,G,B is now the default.
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- 18 4月, 2021 8 次提交
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由 Matt Pharr 提交于
Finishes #123.
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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
(As yet untested, but it compiles!) Issue #123.
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由 Matt Pharr 提交于
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由 Matt Pharr 提交于
(More Windows build warning fixes.)
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由 Matt Pharr 提交于
This fixes the Windows release build for killeroos-gold. (Most other scenes still crash with Windows+GPU, however.) Issues #48, #72, #89, #96, #100.
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由 Matt Pharr 提交于
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