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Cache baked HDRI #502
Cache baked HDRI #502
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Codecov Report
@@ Coverage Diff @@
## master #502 +/- ##
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+ Coverage 94.06% 94.44% +0.38%
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Files 97 111 +14
Lines 4834 5168 +334
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+ Hits 4547 4881 +334
Misses 287 287
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First pass review. I dont understand
library/VTKExtensions/Rendering/vtkF3DCachedSpecularTexture.cxx
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Could explain what it doest in the descr ? there is some complexitry and I dont grasp it all yet. |
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library/VTKExtensions/Rendering/Testing/TestF3DCachedTextures.cxx
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When using a HDRI, the PBR engine is generating 3 data: - a LUT 2D images (static texture) - 9 RGB spherical harmonics values (related to the HDRI) - a mipmap cubemap (related to the HDRI) These data are quite expensive to bake depending on the user GPU, so this PR copy the result to cache files in order to reuse them if the user uses the same HDRI again which is likely to happen.
When using a HDRI, the PBR engine is generating 3 data: - a LUT 2D images (static texture) - 9 RGB spherical harmonics values (related to the HDRI) - a mipmap cubemap (related to the HDRI) These data are quite expensive to bake depending on the user GPU, so this PR copy the result to cache files in order to reuse them if the user uses the same HDRI again which is likely to happen.
When using a HDRI, the PBR engine is generating 3 data: - a LUT 2D images (static texture) - 9 RGB spherical harmonics values (related to the HDRI) - a mipmap cubemap (related to the HDRI) These data are quite expensive to bake depending on the user GPU, so this PR copy the result to cache files in order to reuse them if the user uses the same HDRI again which is likely to happen.
When using a HDRI, the PBR engine is generating 3 data:
These data are quite expensive to bake depending on the user GPU, so this PR copy the result to cache files in order to reuse them if the user uses the same HDRI again which is likely to happen.