three-gpu-pathtracer
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Path tracing renderer and utilities for three.js built on top of three-mesh-bvh.
So the results are reliable for regression testing
Always thanks you for maintain amazing library I tried to add bumpMap support like three.js but I got half success(bumpMap Rendered in only two faces and other faces are black)...
Encapsulate the texture sampling logic and reuse in the "attenuate hit" function
Ie render and read back the data for processing and rendering.
Related to https://github.com/gkjohnson/three-gpu-pathtracer/pull/563#issuecomment-2001504859 **FilterGlossyFactor 0**  **FilterGlossyFactor 0.75** 
When trying to use the pathtracer to render a scene that includes many meshes (mostly boxes) with internal and face materials, the tracer seems to use the wrong materials (images...
By testing normals, the compute shaders of WebGPU are found to be about 20 times faster than WebGL's GPGPU, so rendering with WebGPU will be much quicker. I discovered the...
When creating a 1, 1 white texture for the environment map we get this strange split: