Garrett Johnson

Results 1078 comments of 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...