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Soft shadows for point and spot light #151
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0x4E69676874466F78
added
ray tracing
visual bug
Visual glitches, something looks incorrectly
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Oct 26, 2021
0x4E69676874466F78
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Soft shadows for poing light
Soft shadows for point and spot light
Oct 27, 2021
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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
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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
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