Block a user
c3bc745a6b
Cleanup: improve function comment
7a9f9e698d
Refactor: add more restir utility functions
db63cdd1c4
Replace
reduce_add()
with luminance()
to reduce color noise
59540b1ac5
Add back
weight > 0.0f
check due to floating point precision issue
7d69531c17
Cleanup: improve precision of point light sampling
3968b522ac
Cleanup: improve function comment
a572e79cf0
Refactor: add more restir utility functions
92ad7d6186
Replace
reduce_add()
with luminance()
to reduce color noise
634dca62d4
Add back
weight > 0.0f
check due to floating point precision issue
cf5e14211b
Cleanup: improve precision of point light sampling
cb15fa32dc
Use rendering equation in area formulation instead of solid angle
d395c33da1
Add utility function to evaluate radiance
d77cdd550e
Fix unintialized field in triangle light
8ebd56b5a0
Write surface data pass with other data passes
d00331cd85
Reduce reservoir storage by setting up ray from the camera
ec6bd6ca21
Use rendering equation in area formulation instead of solid angle
095f6ca7e2
Add utility function to evaluate radiance
f0e4388db3
Fix unintialized field in triangle light
Fix #114780: Cycles: Principled Chiang Hair importance sampling correction
why isn't scale tilt applied at this level ?
The residual term accumulates all the contribution after TRT, and is assumed to be diffuse, so the tilt doesn't make a difference.
f72682d289
Write surface data pass with other data passes
6ad2099f93
Reduce reservoir storage by setting up ray from the camera
73fd2dd703
Split reservoir and surface data passes
73ae85f710
Copy direction instead of position for area light with zero spread
079d87b46c
Fix not using initial resampling not used when it should
EEVEE-Next: Blender crashes when using Nishita Sky Texture
Error in rendering Principled with alpha with cycles
Error in rendering Principled with alpha with cycles
The result is not wrong, it just needs a few more samples to converge. Previously we deliberately give lobes with low contribution a minimal probability to sample, in case the next bounce has…
0023d17cb7
Minor Speedups
56dde22815
Fix spatial sampling bias
0ffd935bb4
Add ReSTIR profiling
eeb3ffb5b5
Add ray differentials
37126e468b
Support mesh light
Shading Bug - Smooth and Flat shading with sharp edge in edit mode.
This is caused by 5b6f2ef5a26023c7e869a19fb8568c8faf8f2c79, mesh.normals_domain()
changed after split_faces
is defined.
But I don't understand why normals domain would change when switching…
WIP: Cycles: Importance Resampling
daa1abe00e
Support mesh light
cf2eb5685e
Randomly sample neighbors instead of deterministically to reduce artifact
54b1d11e66
Refactor: use sample sequences in reservoir sampling
4392ddb30f
Refactor: use int to represent initial and spatial resampling
16fdd010ed
Fix checking visibility when ReSTIR is not used
Cycles: Add thin film iridescence to Principled BSDF
I think the kernel is all C++ now, but not feature complete on some GPUs, not sure what exactly is supported but if buildbot doesn't complain it should be fine.