Garrett Johnson
Garrett Johnson
> Here you can see the sky is still wrong This looks like a tone mapping issue - as in tone mapping is not applied to the final denoised image....
> I actually already tonemap the texture prior to it going to the denoiser. > ... > At the moment I'm super happy with the color result. The pathtraced and...
> Got the color pipeline to match. I can take a look at the colors > If I recall correctly though this is the wrong order and the tonemapping should...
> Yes you can run the denoiser in the PBR example, but you can't run the split comparison or look at how the transparent, reflective, metallic, etc objects generate albedos/normals...
> Something in the recent commits has broken things... > > When you rotate after denoise the denoised image turns to the blank canvas. Just push a line I forgot...
> Upstrream: Warmstart using Parallel shader compile > ... > Shader compiling/warm starting added, however, there is a minor speed improvement, but for the most part it seems it still...
> Regarding HDR. I've had hit or miss results with it and found the standard def had better results. We can start working in HDR but wouldn't that make everything...
> this part might result in two position arrays, leading to double the memory usage. Assignment in javascript is by reference so simply assigning a variable will not result in...
> As a result, there are now two copies of the position TypedArray—one from the data layer I defined and another generated by the BVH. It sounds like you are...
Closing until there's a demonstration of the issue.