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Sign upImplement SubsurfaceMaterial #84
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wahn
added
the
enhancement
label
Dec 28, 2018
wahn
self-assigned this
Dec 28, 2018
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Don't forget to execute the last loop in pub fn compute_beam_diffusion_bssrdf(g: Float, eta: Float, t: &mut BSSRDFTable) {
...
// ParallelFor([&](int i) {
for i in 0..t.n_rho_samples as usize {
// TODO: execute in parallel
...
}
// }, t.n_rho_samples);
} |
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This is how Rust renders the same scene (after commit b9c343a): I reduced the |
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I think I found the bug. The wrong BSDF pointer was used to call That still used only 16 |
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There is no difference between the images render by C++ vs. Rust: > imf_diff sss_dragon.png ~/Graphics/Rendering/PBRT/pbrt-v3-scenes/sssdragon/f15-7.png
sss_dragon.png /usr/people/jan/Graphics/Rendering/PBRT/pbrt-v3-scenes/sssdragon/f15-7.png: no differences.
== "sss_dragon.png" and "/usr/people/jan/Graphics/Rendering/PBRT/pbrt-v3-scenes/sssdragon/f15-7.png" are identicalClosing the issue ... |
wahn
referenced this issue
Jan 15, 2019
Open
Don't forget to execute the last loop in `compute_beam_diffusion_bssrdf()` in parallel: #85
wahn
closed this
Jan 15, 2019
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wahn commentedDec 28, 2018
This is how the C++ code renders subsurface scattering:
We have to implement the Rust counterpart: