Comments (1)
@Easonzero
Hi! Thank you for the compliment! I checked out your Sail project - awesome work! You mentioned you will learn from me, but looking at some of your path tracing components, I can learn from you too! You have all the components that a ray/path tracer needs, and more. I am interested in eventually adding the PBR microfacet materials, which it looks like you already have in your shader material source code. Keep up the good work!
Yes I intend to keep working on this project. I am awaiting WebGL 2.0 support from the Three.js team so I can try implementing a LBVH acceleration structure on the GPU using Morton codes. This will enable tracing of complex triangle models (.obj format) rather than just the usual mathematical shapes. Also, as you can see from my latest experiments, I am trying out different RayMarching ('PathMarching'?) scenarios for rendering outdoor environments with mountains, clouds, water, grass, trees (maybe), etc. RayMarching opens up whole new worlds that aren't easily accessible with traditional RayTracing.
Best of luck to you, I bookmarked your project! :-)
-Erich
from three.js-pathtracing-renderer.
Related Issues (20)
- muti material not supported
- WebGPU port HOT 3
- More abstractions HOT 9
- Using more information from earlier samples HOT 3
- More samples per frame option HOT 63
- More compatibility with three js APIs HOT 2
- Stop a caustic ray if it crosses a surface HOT 3
- Just wondering how you handled something HOT 14
- Blue noise HOT 8
- GLTF viewer textures HOT 3
- sampler2D array HOT 14
- How to use this pathtracer in Freeciv 3D version? HOT 2
- [question] how to debug glsl in chrome? HOT 2
- GLTF_Model_Viewer didn't get the right result? HOT 6
- How to incorporate it into project? HOT 9
- statistical tool: bootstrapping
- Shadow Catcher HOT 1
- Support for a THREE.ParametricGeometry HOT 1
- GLTF_Viewer is not able to load textures HOT 1
- image stretched for BHV point light source HOT 2
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from three.js-pathtracing-renderer.