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renderlab's Introduction

RenderLab

0. 简介

渲染实验室,包含了实时渲染,离线渲染和场景编辑的功能

engine

1. 特性

  • 应用 App
    • 渲染实验室 RenderLab
    • 降噪器 Denoiser
    • 实时全局光照 RTGIwRRF
    • SObj 渲染器 SObjRenderer
    • SObj 采样器 SObjSampler
  • 组件 Component
    • 相机 Camera
    • 变换 Transform
    • 材质 Material
      • 玻璃 Glass
      • 镜子 Mirror
      • 漫反射 Diffuse
      • 金属工作流 Metal Workflow
      • 毛玻璃 Frosted Glass
      • 寒霜 Frostbite
      • Gooch
    • 几何体 Geometry
      • 球 Sphere
      • 平面 Plane
      • 三角网格 TriMesh
      • 圆盘 Disk
      • 胶囊 Capsule
    • 光源 Light
      • 点光源 PointLight
      • 面光源 AreaLight
      • 方向光 DirectionalLight
      • 聚光灯 SpotLight
      • 无限远光源 InfiniteAreaLight
      • 球光源 SphereLight
      • 胶囊光源 CapsuleLight
      • 圆盘光源 DiskLight
  • 离线渲染
    • 路径追踪 PathTracing
  • 网格编辑
    • 参数化 Paramaterization
    • 粘合 Glue
    • 变形 DeformRBF
    • 极小曲面 MinSurf
    • 各向同性网格重划分 IsotropicRemeshing
    • Loop 细分 LoopSubdivision
  • 其他功能

2. 安装

CMake: 3.1.0 以上

Visual Studio: 2019

系统:windows 64位

Qt: 5.12.0 64位

CUDA: 9.0

Optix: 6.0

驱动:418.81 or later is required

安装方法见于 setup.md

renderlab's People

Contributors

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renderlab's Issues

computer error

at the location of RenderLab\data\shaders\Engine\DeferredPipeline\directLight.fs Line 297:
when compute the diffuse color , we shoule use the (1 - FrR) , instead of FrR

InfiniteAreaLight中使用AliasMethod的疑惑

u聚,在这里InfiniteAreaLight初始化这里,sum不是要再除以(w*h)才等于贴图这个二维函数在定义域上的积分吗?如果这里不除的话,distribution中的值应该并不是pdf(i,j)吧,应该只是个分布,若是这样的话。好像u聚在AliasMethod却是直接把他当作pdf了。

	auto w = img->GetWidth();
	auto h = img->GetHeight();
	vector<double> distribution(w*h);
	double sum = 0.f;
	for (int y = 0; y < h; y++) {
		double sinTheta = sin(PI<float> * (y + 0.5) / static_cast<double>(h));
		for (int x = 0; x < w; x++) {
			int idx = img->xy2idx(x, y);
			distribution[idx] = sinTheta * img->GetPixel(x, y).to_rgb().illumination();
			sum += distribution[idx];
		}
	}

	for (auto & p : distribution)
		p /= sum;

	aliasMethod.Init(distribution);


......
void AliasMethod::Init(const vector<double> & distribution) {
	......
	for (int i = 0; i < num; i++) {
		// 默认设置为 i
		table[i].k = static_cast<int>(i);

		table[i].p = distribution[i];
		table[i].u = num * distribution[i];

		if (table[i].u < 1)
			underfulls.push_back(i);
		if (table[i].u > 1)
			overfulls.push_back(i);
	}

	......
}

U老师您数学库矩阵运算有点Bug

在Mat4x4.h的 MulTo函数 和 *=符号重载,在计算时把上一次运算的值参与到下一次运算了。。
image
这是运算时候发现的问题
image
--来自你的小迷弟

Logo Design For RenderLab

Hi @Ubpa , I'm a graphic designer. I like your project, I want to contribute by creating a free logo for your project. What do you think?

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