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Path tracing renderer and utilities for three.js built on top of three-mesh-bvh.

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| Path Traced | three.js | |---|---| | | | Possibly due to #63 and a poor PDF being used at the moment.

bug

- subsurface scattering - can be used for fog? - variable density fog / volumes? - 3d textures - ray marching - https://github.com/KhronosGroup/glTF/pull/1825

quality

- https://www.blendswap.com/blend/18762 - https://www.blendswap.com/blend/13953

This will only work when no transparent volumes are in the scene. Related to #141

performance

Add new test models to model-viewer configs: https://github.com/KhronosGroup/glTF-Sample-Models/tree/master/2.0

quality

Related #210 **TODO** - [ ] See if we can remove the bright rim - [ ] Confirm GGX functions in MaterialX implementation - Possibly requires shifting fresnel approaches

Fix #266 **TODO** - Might want to provide an individual material for "shadow catcher" or "geom reflection catcher" if we want to support a cut-away floor with transparency. - ~Specular...