Comments (2)
Hi @PhilAndrew ,
I tried the link you posted but it makes my browser lose its WebGL context and the screen goes black. I'm on a 2014 laptop which might be part of the problem, although it is what I develop everything on in this GitHub repo. Could you post a lighter example?
But in any case, thanks for the suggestion. Just want to make sure I understand correctly: Let's say I wanted a rock texture: Would it be like placing the camera directly over a gray-scale height map, looking down, kind of like a satellite view of a mountain range on Google Maps? Then trace rays directly downwards? I can envision getting a good first intersection (or 't' distance along the primary ray to the surface), but what about secondary ray bounces to capture global illumination/ indirect lighting? I can't envision the algo/math to shoot sideways along a height field texture in search of a second intersection point, once we're sitting on the first intersection point.
Maybe it's in the code you posted but I just couldn't see it. The pic looks great though, thanks for sharing!
-Erich
from three.js-pathtracing-renderer.
Firstly, just show you some more pics. So you can see that from the outside the texture mapping is wrong and a bit crazy but inside the texture mapping is correct. The object can be rotated and on my computer it only takes about 5 seconds to settle down to a nice texture. So ok I'm on a relatively high end graphics card on a relatively new PC.
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 60
- 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.