Garrett Johnson

Results 1078 comments of Garrett Johnson

See metalness (or maybe just glossiness) issues in the [metal spheres comparison](https://gkjohnson.github.io/three-gpu-pathtracer/example/bundle/viewerTest.html#khronos-MetalRoughSpheres): - loss of energy on metalness axis - loss of specular on smooth axis ![image](https://user-images.githubusercontent.com/734200/193441371-f09b6c00-e4c7-4553-8cca-9bf16b2dd7b2.png)

Squaring the roughness improves the falloff and make it look closer to the comparison though the "matte" setting still has low reflection. ~Metal may be the same~. Perhaps the textures...

Glancing fresnel looks incorrect - "khronos-SpecularTest":

It seems this is caused by the material PDF sample for the ray hitting the light returning a particularly hight value which dwarfs the light PDF which is a constant...

![image](https://user-images.githubusercontent.com/734200/195231232-0f1f3d11-21e1-4061-a7c5-bc0c0954303d.png) ![image](https://user-images.githubusercontent.com/734200/195231087-5d0144c2-98de-4e3a-aebf-3a3c587dbd4b.png) ![image](https://user-images.githubusercontent.com/734200/195231030-9dcb2e38-b4b1-4340-a879-90d7afd47949.png) ![image](https://user-images.githubusercontent.com/734200/195231046-0d991421-a70c-4f07-9bb1-2ade0caf1bba.png) ![image](https://user-images.githubusercontent.com/734200/195231055-aaab57bc-3478-4eba-afe7-3a7832d8b4ef.png)

@DennisSmolek - I've added a simple demo showing how to generate and render an SDF from a BVH!

What do you mean by "layers"? Do you mean the layer display mode? It shows each layer of the SDF texture (I'd forgotten to push the changes with the grid...

Oh hm - that looks like linear filtering isn't supported for 3d textures on your device or something? With nearest filtering the raymarching looks like this: