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v0.3.0

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@sergcpp sergcpp released this 04 Dec 01:46
· 160 commits to master since this release

Added

  • Light tree for hierarchical NEE and direct intersections
  • PMJ sampling
  • Ray type visibility masks (diffuse, glossy etc.)
  • Gauss and Blackman-Harris image filters
  • Multithreaded interface for scene Finalize
  • Texture compression for CPU backends
  • Direct loading of BC-compressed images
  • TSAN tests on CI
  • Path-space regularization
  • Option to flip normalmap Y channel (DirectX convention)
  • Ability to create single-sided mesh lights
  • Physical sky sample
  • Build version string

Fixed

  • Indirect clamp not affecting unshadowed lights
  • Clamping not preserving color hue
  • Glossy material desaturation an glazing angles
  • Flipped front/back materials on GPU
  • Not implemented RemoveMeshInstance, RemoveLight, RemoveMesh
  • Incorrect scaled mesh lights intensity
  • Incorrect mix node resolution in SIMD mode
  • Incorrect NEE for textured triangle lights
  • Incorrect MIS at the last bounce
  • Incorrect far clip plane
  • Incorrect transmission below 1.0
  • Incorrect pitch black values with filmic tonemap
  • Incorrect clamping of direct light intersections
  • Triangular artifacts on AMD
  • Crash on out of memory fallback to CPU RAM
  • Fireflies with some HDRI images
  • Flipped tangent basis on flipped UV islands
  • Crash on hitting transparency limit (CPU only)
  • Broken DOF RNG (GPU only)
  • Incorrect alpha of 0.8 in samples
  • Meshlights triangles memory leak
  • Adreno issues with new driver
  • Non-reproduceable GPU test runs

Changed

  • Improved physical sky (multiple scattering, clouds, moon, stars)
  • Improved area light sampling
  • Improved adaptive sampling
  • BC4/BC5 compression uses SSE acceleration
  • Texture compression uses NEON acceleration
  • AUX buffers output is enabled permanently
  • Bundled GPU shaders compressed using deflate
  • More flexible interface for specifying vertex attributes
  • Sphere light is allowed to have zero radius
  • Bounded sampling is used for VNDF
  • Mix node texture is allowed to be SRGB
  • HWRT BLAS build happens per mesh instead of all at once
  • 15-seconds time limit is used for README images

Removed

  • LinearAlloc
  • Tent image filter