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Inactive
Commits
: Listings
Analyzed
about 19 hours
ago. based on code collected
1 day
ago.
Apr 15, 2023 — Apr 15, 2024
Showing page 1 of 2
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Code Location
Date
Added mesh support, prelim KD-tree code from cukd, bin folder containing some demo exes
Karl Li
More...
almost 12 years ago
Subtle specular reflections on light blue spheres.
Peter Kutz
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almost 12 years ago
Faster scene; better for demoing.
Peter Kutz
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almost 12 years ago
Depth of field! And general camera system improvments.
Peter Kutz
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almost 12 years ago
Removing those two files from Solution as well.
Peter Kutz
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almost 12 years ago
Removing two files I didn't mean to add.
Peter Kutz
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almost 12 years ago
Big update: subsurface scattering and absorption! (Plus camera altitude control and other minor changes.)
Peter Kutz
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almost 12 years ago
Removed sphere lights to make scene converge dramatically faster. Also improved sky.
Peter Kutz
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almost 12 years ago
Transmission!
Peter Kutz
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about 12 years ago
Now terminating zero-weight rays. Plus new performance metrics.
Peter Kutz
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about 12 years ago
Made ground visible from below, and made it diffusely transparent from below, so you can see where you are and what's above!
Peter Kutz
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about 12 years ago
Modified ViewCamera. Stays upright. Independent yaw, pitch, and radius variables. Limited pitch so you can't go upside-down. Radius changes relative to current radius. Ability to orbit horizontally and vertically at once.
Peter Kutz
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about 12 years ago
Made it so the image only resets when the view actually changes, not just when any mouse event happens.
Peter Kutz
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about 12 years ago
Fixed memory leak.
Peter Kutz
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about 12 years ago
Made deleteImage function safer.
Peter Kutz
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about 12 years ago
Refactored camera code so that all camera stuff is set in display.cpp and render resolution depends on window height/width
Karl Li
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about 12 years ago
Spherical camera
Karl Li
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about 12 years ago
Now with 100% more antialiasing!
Karl Li
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about 12 years ago
More specular reflection stuff.
Peter Kutz
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about 12 years ago
Testing specular reflection and Fresnel stuff. Code is quick and messy though, so I put it in a branch.
Peter Kutz
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about 12 years ago
It works!
Peter Kutz
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about 12 years ago
One problem fixed.
Peter Kutz
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about 12 years ago
Finding closest sphere intersection, computing new ray direction, updating accumulated color, updating accumulated absorption. Repeating until maximum ray depth is reached. Something is happening now but something is not right. Sphere is only intersected on first pass, and it's intersected at every pixel.
Peter Kutz
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about 12 years ago
Image accumulation changes. Image now converges to correct solution over time.
Peter Kutz
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about 12 years ago
Added experimental sphere intersection test function to path_tracer_kernel.cu
Karl Li
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about 12 years ago
Added iteration counter to GL view, counter is in display() in display.cpp
Karl Li
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about 12 years ago
Accumulate passes into a result that (hopefully) converges
Karl Li
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about 12 years ago
Fixed stuff that I broke with the last commit. Oops
Karl Li
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about 12 years ago
Removed a comment, in the last commit I meant raycast_from_camera_kernel, not set_up_random_number_generator_kernel. Oops.
Karl Li
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about 12 years ago
Added camera struct and set_up_random_number_generator_kernel, which ray casts from the camera
Karl Li
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about 12 years ago
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