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When zooming way out and rotating the camera in this example:
https://erichlof.github.io/THREE.js-PathTracing-Renderer/BVH_Point_Light_Source.html
The image looks like this:
![image](https://gi…
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https://github.com/gkjohnson/three-gpu-pathtracer/issues/292#issuecomment-1913160472
> I would like to contribute an SVGF implementation.
>
> I have implemented the temporal filter and spatial fi…
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**OS:** Fedora 37
**GPU:** NVIDIA GeForce RTX 4090 (NVIDIA 525.85.01)
Rendering appears mostly green, even though pathtracing does work technically:
### Ray depth 5 (default)
![image](https:…
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.blend file:
Default "startup" scene with 1 camera, 1 cube, 1 point light
Steps to reproduce:
1. start blender with default scene
2. switch "Render Engine" to "LuxCoreRender"
3. use CPU, use p…
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Hi dear author,
It's a great honor to open one issue here, truly honor. I just begin to learn computer graphics and have compiled your program successfully, but it is hard for me to read the c…
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Wow! been playing with this on and off for the last few days. I was wondering where you learned how to do all the CSG boolean operations?... I understand these work for raytracing and distance functio…
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- https://sites.google.com/site/letsmakeavoxelengine/home
- https://github.com/alexdevteam/dmc
- https://github.com/FeralInteractive/gamemode
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Hi,
What is the role of ‘seed’ parameter in tungsten.exe script?Is it used to control the texture of the material or to controlthe position of randomly generated light(spp)?
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Can anyone confirm that fast build can be used to build distributed shader compile for Unreal ?
If it is possible, can anyone share their experience and know-how what/how to set it up?
Thanks.
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