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NAN / devided by zero on c1a0c, c1a1a, c1a4b #461

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0x4E69676874466F78 opened this issue Mar 3, 2023 · 6 comments · Fixed by #726
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NAN / devided by zero on c1a0c, c1a1a, c1a4b #461

0x4E69676874466F78 opened this issue Mar 3, 2023 · 6 comments · Fixed by #726
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bug Something isn't working ray tracing visual bug Visual glitches, something looks incorrectly

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@0x4E69676874466F78
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image
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@0x4E69676874466F78 0x4E69676874466F78 added bug Something isn't working ray tracing visual bug Visual glitches, something looks incorrectly labels Mar 3, 2023
@w23
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w23 commented Mar 4, 2023

Когда это началось примерно?

@0x4E69676874466F78
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Когда это началось примерно?

c5a1343 ещё рабочий
3ecd21a сломалось

@0x4E69676874466F78 0x4E69676874466F78 moved this to 🆕 New in HLRT Mar 4, 2023
@0x4E69676874466F78
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#ifndef RAY_BOUNCE
#define PROJECTED
//#define SOLID
//#define SIMPLE_SOLID
#else
//#define PROJECTED
//#define SOLID
//#define SIMPLE_SOLID
#endif

в else нефига, значит getPolygonLightSampleSimple и видимо он и багованный. Сделал для теста #define SIMPLE_SOLID и всё норм.

@0x4E69676874466F78
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0x4E69676874466F78 commented Mar 18, 2023

Ещё есть желтизна на c4a1a, прыгаем на второй остров и там:

Image

Сразу заметишь разницу.

И на c4a1f там прям чернота и зеленью:

Image

@0x4E69676874466F78 0x4E69676874466F78 changed the title NAN / devided by zero on c1a0c, c1a1a NAN / devided by zero on c1a0c, c1a1a, c1a4b Sep 1, 2023
@0x4E69676874466F78
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На c1a4b тоже желтизна.

@0x4E69676874466F78
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На c1a2 это выглядит более локально, без резкого переключения на весь экран:
image

@w23 w23 moved this from 🆕 New to 🏗 In progress in HLRT Jan 11, 2024
w23 added a commit that referenced this issue Jan 11, 2024
These cause NaNs in lighting computation, which leads to visual glitches, like strong yellow or green lighting.

Fixes #461
@w23 w23 moved this from 🏗 In progress to 👀 In review in HLRT Jan 12, 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
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Labels
bug Something isn't working ray tracing visual bug Visual glitches, something looks incorrectly
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