Garrett Johnson
Garrett Johnson
> Here's a modified copy of the original AntiqueCamera sample, with the unweld+mikktspace+weld steps applied beforehand: > > [AntiqueCamera.mod.glb.zip](https://github.com/gkjohnson/three-gpu-pathtracer/files/8384336/AntiqueCamera.mod.glb.zip) Interesting - when I load the above file directly the AO...
Awesome! This looks so great. I'll have to give that last model a test to see why those trees aren't being cut out the way I expect them to, though...
Just pulled and tested - this is awesome! I just pushed a fix for the crashing on subsequent file upload. The generator was being reused but disposed of after the...
The model wasn't working due to a max uniforms error. I added a "material reducer" to reuse as many materials / textures across the model as possible to cut down...
> Interesting! Is this looking for strictly identical materials and de-duplicating them? It's looking at all material fields aside from things like "UUID" - I prefer the reducer approach in...
> I love your raytracer but I'm on a potato.. I can get to about 1000 passes but it still looks grainy... Ha some day I'd like this to work...
I agree I'd like to skip using WASM for now but there's probably a lot to learn from the open image denoise project. The source for it is here: https://github.com/OpenImageDenoise/oidn...
Here's a few documents on SVGF which might be promising for this use case: https://teamwisp.github.io/research/svfg.html https://cg.ivd.kit.edu/publications/2017/svgf/svgf_preprint.pdf
Some more new denoiser updates and implementations: - https://developer.nvidia.com/rtx/ray-tracing/rt-denoisers - https://www.youtube.com/watch?v=W1UDzxtrhes
This seems to be an artifact of affording transparent objects to render the background alpha through them and there are portions of dragon model that severely bend the light such...