Загрузка видео...

Не удалось загрузить видео

На главную

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 просмотров • 2 лет назад •via X (Twitter)

Комментарии: 10

Фото профиля Tom Stochastic | Making Tiny Glade 🏰🌿
Tom Stochastic | Making Tiny Glade 🏰🌿2 лет назад

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

Фото профиля Max Liani
Max Liani2 лет назад

🙏 Looking forward to see your take on it!

Фото профиля Crozius
Crozius2 лет назад

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

Фото профиля Max Liani
Max Liani2 лет назад

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.

Фото профиля SimonA
SimonA2 лет назад

Love it

Фото профиля Blarghamel Jones
Blarghamel Jones2 лет назад

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

Фото профиля Max Liani
Max Liani2 лет назад

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 😄

Фото профиля Aakash KT
Aakash KT2 лет назад

This is so great!

Фото профиля Jarl Larsson
Jarl Larsson2 лет назад

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

Фото профиля Max Liani
Max Liani2 лет назад

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.

Похожие видео