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ReSTIR FPDG#489

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jesusdoesnotloveyou wants to merge 23 commits intoNVIDIAGameWorks:masterfrom
jesusdoesnotloveyou:ReSTIR_FPDG
Open

ReSTIR FPDG#489
jesusdoesnotloveyou wants to merge 23 commits intoNVIDIAGameWorks:masterfrom
jesusdoesnotloveyou:ReSTIR_FPDG

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  1. Curvature feature from Igehy's paper (work in progress)
  2. Light color clamping problem fixed (i hope)
  3. Light sampling changes: emission/solid angle stuff
  4. Minor changes and cleanup

Photon Gathering disabled in evaluation shader (causes hyper intensity problems).
…s and photons, respectively).

The mathematical calculations for tracing photon differentials require adjustment and verification. A placeholder for surface curvature (a calculation based on the normals of a triangular primitive must be implemented).
0.906f set as a new one according to most ReSTIR papers.
1. Photon footprints (AABB) collecting has been rewritten to eliminate to much if-statements.
2. Clamp on caustic photon AABB has been added.
3. Surface curvature feature (work in progress). Check AAPS Ray-Traced caustic for more details.
4. Light sampling changes: solid angle calculation for emission from point and spot lights (still not sure if it works correctly).
…liar function 'evaluateDifferentialWeight' in StructAndHelpers.slang.

2. FootprintArea division replaced to avoid light color clamping (or smth).
…s of the triangle primitive for normal derivative calculation
2. note about total internal reflection (OMITTED for now!)
…for now, so it does not really affect the denoising process)
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