three-gpu-pathtracer
three-gpu-pathtracer copied to clipboard
Path tracing renderer and utilities for three.js built on top of three-mesh-bvh.
 Related to https://github.com/gkjohnson/three-gpu-pathtracer/issues/167#issuecomment-1164929219
Requires adjusting [lightsClosestHit](https://github.com/gkjohnson/three-gpu-pathtracer/blob/main/src/shader/shaderLightSampling.js) to traverse multiple light hits and accumulating all lighting contributions from hit lights.
To be used for validating the behavior of different sampling functions at different intervals
Pasted here so they don't take repo space.        
I noticed this when updating the Spotlight example in #239. In a reflective surface there's a black spot at the center of where the spotlight should be hit directly: cc...
**Is your feature request related to a problem? Please describe.** There are a set of post processing options that are common in production renderers. These options are applied to the...
See straps that should be dark gray and yellow (and for some reason have a high metalness value) 
Currently even when it's set to 0 intensity it takes samples. related to #141
- attenuation / absorption - subsurface scattering - can be used for fog? - variable density fog / volumes? - 3d textures - ray marching See - https://github.com/KhronosGroup/glTF/blob/main/extensions/2.0/Khronos/KHR_materials_volume/README.md - https://github.com/KhronosGroup/glTF/tree/main/extensions/2.0/Khronos/KHR_materials_transmission/README.md...