three-gpu-pathtracer
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Path tracing renderer and utilities for three.js built on top of three-mesh-bvh.
Currently half float textures are used on ios and any platform that doesn't support float texture blending. However this will result in heavily skewed colors during blending. Screenshots after ~...
ior of 1.0000001  ior of 1.0 
ie "isSampleBelowSurface" or "isValidSampleColor"
Currently only half float works - but we need to modify the CDF and MCDF textures to use the appropriate textures. BlurredEnvMapGenerator should change, as well.
https://pbr-book.org/4ed/Light_Sources/Light_Sampling
https://renderman.pixar.com/resources/RenderMan_20/risOverview.html
## About Hey, I'm working on implementing SVGF for a GI effect I'm working on. So I think it would be very suitable for this project as a denoiser. Since...
- Storing numeric in structs results in them being represented in half precision (Adreno Android) - Passing inout array variables causes compile failure (Windows DirectX) - Out variables copy data...
**Is your feature request related to a problem? Please describe.** I have no idea if this is feasible! As three.js is moving (slowly but surely) to node materials for a...