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Next Path Tracer Release

Open devshgraphicsprogramming opened this issue 3 years ago • 0 comments

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)