Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Soft shadows for point and spot light #151

Closed
1 task done
Tracked by #161
0x4E69676874466F78 opened this issue Oct 26, 2021 · 0 comments · Fixed by #726
Closed
1 task done
Tracked by #161

Soft shadows for point and spot light #151

0x4E69676874466F78 opened this issue Oct 26, 2021 · 0 comments · Fixed by #726
Labels
ray tracing visual bug Visual glitches, something looks incorrectly

Comments

@0x4E69676874466F78
Copy link
Collaborator

0x4E69676874466F78 commented Oct 26, 2021

@0x4E69676874466F78 0x4E69676874466F78 added ray tracing visual bug Visual glitches, something looks incorrectly labels Oct 26, 2021
@0x4E69676874466F78 0x4E69676874466F78 changed the title Soft shadows for poing light Soft shadows for point and spot light Oct 27, 2021
@w23 w23 added this to HLRT Feb 18, 2023
@w23 w23 moved this to 🆕 New in HLRT Mar 25, 2023
@w23 w23 moved this from 🆕 New to 🗒 Next in HLRT Jan 12, 2024
w23 added a commit that referenced this issue Jan 12, 2024
1. Sample point lights as spheres. Use existing pdf value (`one_over_pdf`), as it was basically correct.
   Compute max_theta angle based on light radius and distance to the
   center. Sample cone direction based on this theta angle, in z=n space.
   Don't do anyhting fancy wrt horizon, etc.

2. Sample environment light with max theta derived from real world sun
   solid angle. Uses the same cone direction sampling.

Known issues:
- still get some NaNs sometimes, esp. on test_light map.
- Too many different light sources try to use the same code. They should
  be split.

Relevant issues: #266, #151
@w23 w23 moved this from 🗒 Next to 👀 In review in HLRT Jan 16, 2024
@w23 w23 closed this as completed in #726 Feb 1, 2024
w23 added a commit that referenced this issue Feb 1, 2024
Hand-made organic bespoke GMO-free BRDFs

- [x] Fix black metals in #666
  - [x] Better diffuse-vs-specular channels tracking
  - [x] specular reflections
- [x] Fix new `test_material` glitches
- [x] Fix #461 
- [x] Fix #151 
- [x] Fix #266 
- [x] Filter out zero-area degenerate triangles (NOTE: might affect normal smoothing)
- [x] Implement #126 
  - [x] sun solid angle parametrization
- [x] Make new brdfs sampling functions
- [ ] distant light circular glitches
  - [x] not enough float precision, addressed to a degree with slight modifications to equations
- [x] Address glow over weapons in RT, see #442 
- [x] bounces
  - [x] diffuse
    - [x] why is it so dark?
  - [x] specular
- [x] Peformance differences. Why is there no CPU-GPU parallelism anymore?
  - [x] `VK_VALIDATION_FEATURE_ENABLE_DEBUG_PRINTF_EXT` forces cpu-gpu sync. 💩 
    - [x] Make a special flag for it
- [x] Update rendertests
  - [x] add more channels
  - [x] add white furnace display test
@github-project-automation github-project-automation bot moved this from 👀 In review to ✅ Done in HLRT Feb 1, 2024
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
ray tracing visual bug Visual glitches, something looks incorrectly
Projects
Status: Done
Development

Successfully merging a pull request may close this issue.

1 participant