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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 views • 2 years ago •via X (Twitter)

10 Comments

Tom Stochastic | Making Tiny Glade 🏰🌿's profile picture
Tom Stochastic | Making Tiny Glade 🏰🌿2 years ago

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

Max Liani's profile picture
Max Liani2 years ago

🙏 Looking forward to see your take on it!

Crozius's profile picture
Crozius2 years ago

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

Max Liani's profile picture
Max Liani2 years ago

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's profile picture
SimonA2 years ago

Love it

Blarghamel Jones's profile picture
Blarghamel Jones2 years ago

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

Max Liani's profile picture
Max Liani2 years ago

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's profile picture
Aakash KT2 years ago

This is so great!

Jarl Larsson's profile picture
Jarl Larsson2 years ago

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

Max Liani's profile picture
Max Liani2 years ago

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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