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I am at the 4th iteration on the pixel inspector and light path debugging tool. Eventually I moved the path collection to the GPU, so I don't have to toggle between CPU and GPU rendering, making the visualization fully interactive.

83,377 次观看 • 2 年前 •via X (Twitter)

10 条评论

Tom Stochastic | Making Tiny Glade 🏰🌿 的头像
Tom Stochastic | Making Tiny Glade 🏰🌿2 年前

That looks extremely useful and well done! Totally stealing it for my future renderers :D

Max Liani 的头像
Max Liani2 年前

🙏 Looking forward to see your take on it!

Crozius 的头像
Crozius2 年前

nice, I always wanted to have such a feature in the renderer!

Max Liani 的头像
Max Liani2 年前

Hehe. Me too, I don’t have much time available to fix light transport issues; good visualization, plus the ability to repeat the path on the CPU with a debugger are key.

SimonA 的头像
SimonA2 年前

Love it

Blarghamel Jones 的头像
Blarghamel Jones2 年前

"This will be the [fourth] time we have [rewritten] it, and we have become exceedingly efficient at it" Well done!

Max Liani 的头像
Max Liani2 年前

Hehe, more like the fourth time I come back to the feature adding bits and improvements. Actually, this is still using the first implementation core 😄

Aakash KT 的头像
Aakash KT2 年前

This is so great!

Jarl Larsson 的头像
Jarl Larsson2 年前

Wow that’s super neat, so the path collecting visualization is all gpu, no readback inbetween? 😃

Max Liani 的头像
Max Liani2 年前

It does read back. The paths visualization is rasterized on top of the path traced image. But the earlier iteration was running on a matching CPU path tracer.

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