Garrett Johnson
Garrett Johnson
Hello! Instancing using InstancedMesh is not supported at the moment and would require some significant reworking to get functioning including packing multiple BVHs into a single BVH texture and adding...
- [8] [Asynchronous BVH Construction for Ray Tracing Dynamic Scenes on Parallel Multi-Core Architectures](https://diglib.eg.org/bitstream/handle/10.2312/EGPGV.EGPGV07.101-108/101-108.pdf?sequence=1&isAllowed=y) - traverse and refit in a background worker continuously - refit occasionally and rebuild entirely once...
Key thoughts: - Rebuild in a background worker while consistently refitting on main thread - Add heuristic for determining if a tree has become too out of poorly structured so...
I actually didn't even know `MirroredRepeatWrapping` existed - I expect that one might be particularly rarely used? I feel like Clamped is more common, though. Happy to wait until there's...
Agreed! This is really great. For formatting if you run `npm run lint -- --fix` it should fix most of the linter issues automatically
I still need to dig into the code more but I have a couple thoughts on the tiling behavior. At the moment when there's more than one "tile" that renders...
> 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...
I'm slowly taking a look at this - it's gonna take me a little bit to get my head around it. I'm making a PR to make into your branch...
> 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: > > ```js > while ( this.ptRenderer.samples < 1 ) this.ptRenderer.update(); > ``` Got it thanks...
> One issue would be that if you have a lot of tiles to be rendered e.g. 4x4 tiles then it will result in smearing again since it still takes...