0beqz

Results 25 comments of 0beqz

Glad to hear! Looks like I formatted all files with the wrong config by accident in a certain commit. The formatting should be correct now in the recent commit.

Well so one problem for TR with tiled rendering is that when you keep moving the camera constantly then it will happen that all the tiles (besides the top-left tile)...

Ah I see, yeah that sounds like the best solution. I will add another commit where it implements that so that it works better with tiling.

Alright, I've updated TR: - made it re-render the pathtracer till `samples` >= 1 (so that all tiles will be rendered first before we do TR), now it always displays...

I see, well yeah makes sense. This [line](https://github.com/0beqz/three-gpu-pathtracer/blob/temporal-resolve/src/temporal-resolve/TemporalResolve.js#L91) here will be the reason: ```javascript while ( this.ptRenderer.samples < 1 ) this.ptRenderer.update(); ``` Right now TR will keep re-rendering the pathtracer...

Yeah that's possible, you can detect if a pixel of the PT's buffer was not rendered yet in the shader through the alpha value (it will be 0 until the...

Alright, I've fixed the issue with resizing and improved tiling so that it's no longer re-rendering the pathtracer. Also improved a few other things like making box-blur depth-aware to reduce...

I'm not sure what's causing the flickering of the background there. Is there anything different in this scene compared to the materialBall.html scene? I'm wondering as the background has no...

> I'll have to dig into the flickering more but my intuition without looking deeper is the the velocity / depth texture don't have values for the background image which...

> Depth seems like a good way to handle this, as well, but it looks like its taking the foreground object color when an object is occluded instead marking it...