Next Path Tracer Release
Vulkan Port
- [ ] Use single 64-sized workgroup compute shader to do iterative raytracing with ray queries
Usability
- [x] No more visbuffer raster
- [ ] Fractional Spp Rendering
- [ ] Raygen from Perspective Camera, Ortho or a Custom Warp Function (GLSL func)
- [ ] Headless mode (no window)
- [ ] Resize display window to fit aspect ratio
- [ ] Render to multiple borderless windows at once (VR Cave = compound sensor)
Explicit Light Sampling
- [ ] MIS for NEE
- [x] Improved Envmap Importance Sampling
- [ ] Rejection AABB Solid Angle Sampling
- [ ] Many light rendering (NEE++ or ReSTIR or Nvidia SDK)
Testing
- [ ] Compare
daily_pt.xml in quality and speed
Quality
- [x] Schussler et al. BxDF fixes for bumpmaps and smooth shading normals
- [ ] Covariance Tracing
- [x] Reweighting Fireflies
Perf
- [ ] Tag wholly smooth materials and skip NEE
- [ ] Russian Roulette for NEE
- [ ] Optimize normal vertex attribute presence across all loaders in the engine
- [ ] Only allocate and fetch Normals and UVs for materials that need them
- [ ] Single BLAS for non-instanced meshes
- [ ] Deinstancing of (lowpoly) meshes according to heuristic
- [ ] SAH BVH mesh preprocessing for breaking bad batches
- [ ] OBB computation and KD-tree splitting of emitters
- [ ] Stochastic Alpha Testing Anyhit shader (special stream in material compiler)