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

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![image](https://user-images.githubusercontent.com/588541/175423074-efa02275-3253-44b9-8199-8a03e58a57a1.svg) 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.

enhancement

To be used for validating the behavior of different sampling functions at different intervals

help wanted

Pasted here so they don't take repo space. ![image](https://user-images.githubusercontent.com/734200/162287477-96696b18-890b-4c1b-8a73-d662e577cc48.png) ![image](https://user-images.githubusercontent.com/734200/162684662-d0044828-cdd0-4550-9d1d-da52e2476d91.png) ![image](https://user-images.githubusercontent.com/734200/161820735-407f1be6-b4c1-420c-9433-633a8c888c80.png) ![image](https://user-images.githubusercontent.com/734200/161820763-6658e84b-7805-4715-8549-e81757ecc84e.png) ![image](https://user-images.githubusercontent.com/734200/161820794-df0da371-ee5c-4368-9e7b-5e7daf6cf3c7.png) ![image](https://user-images.githubusercontent.com/734200/162550315-3cdabf40-3dea-4d7d-bcfc-eb543eea2d93.png) ![x-wing](https://user-images.githubusercontent.com/734200/161822206-c27bf594-d648-4735-868e-4baf4e414802.png) ![pyramid-lego](https://user-images.githubusercontent.com/734200/161822214-eace4297-03c4-4adc-b472-efe29a862685.png)

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...

bug

**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...

enhancement

See straps that should be dark gray and yellow (and for some reason have a high metalness value) ![image](https://user-images.githubusercontent.com/734200/161447456-f27adfbc-b3ab-4105-8aa0-66e11c56585e.png)

quality

Currently even when it's set to 0 intensity it takes samples. related to #141

enhancement
performance

- 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...

enhancement