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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 Aufrufe • vor 2 Jahren •via X (Twitter)

10 Kommentare

Profilbild von Tom Stochastic | Making Tiny Glade 🏰🌿
Tom Stochastic | Making Tiny Glade 🏰🌿vor 2 Jahren

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

Profilbild von Max Liani
Max Lianivor 2 Jahren

🙏 Looking forward to see your take on it!

Profilbild von Crozius
Croziusvor 2 Jahren

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

Profilbild von Max Liani
Max Lianivor 2 Jahren

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.

Profilbild von SimonA
SimonAvor 2 Jahren

Love it

Profilbild von Blarghamel Jones
Blarghamel Jonesvor 2 Jahren

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

Profilbild von Max Liani
Max Lianivor 2 Jahren

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 😄

Profilbild von Aakash KT
Aakash KTvor 2 Jahren

This is so great!

Profilbild von Jarl Larsson
Jarl Larssonvor 2 Jahren

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

Profilbild von Max Liani
Max Lianivor 2 Jahren

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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