DeepReinforce (@deep_reinforce)

참여 매체(participating media)의 null-scattering PDF 계산에서 발생하던 0으로 나누기 오류를 수정했고, 최적화 코드를 오픈소스로 공개했다고 알림(관련 PR 링크 포함). pbrt-v4 저장소 관련 수정·성능 최적화 공개 소식입니다.

https://x.com/deep_reinforce/status/2033660300822790588

#pbrt #rendering #opensource #graphics

DeepReinforce (@deep_reinforce) on X

🤗 We also open-source the optimization code and fix a division-by-zero issue in null-scattering PDF computations for participating media. > Fix PR: https://t.co/qlBOOFa5JU > Optim PR: https://t.co/6d2bfTp8UA

X (formerly Twitter)

DeepReinforce (@deep_reinforce)

New Use Case Drop: IterX를 사용해 pbrt-v4의 CPU 핫스팟을 최적화했습니다. 광선당 불필요한 작업을 줄여 트래버설, 교차(intersection), 스펙트럼 연산, 볼류메트릭 샘플링 등 물리 기반 렌더링의 핵심 병목을 해결했으며, AMD EPYC 환경에서 성능 향상을 확인한 실사용 최적화 사례를 제시합니다.

https://x.com/deep_reinforce/status/2033658424307945672

#iterx #pbrt #rendering #optimization #raytracing

DeepReinforce (@deep_reinforce) on X

🧑‍🍳New Use Case Drop! 🧐We used IterX to optimize pbrt-v4’s hottest CPU paths, tackling a core bottleneck in physically based rendering: the cost of doing more work per ray than necessary during traversal, intersection, spectrum math, and volumetric sampling. 🥳On an AMD EPYC

X (formerly Twitter)
There is now a FOSS version of my Okapi ray tracer - you can clone it from https://github.com/Vertexwahn/OkapiRT. It uses Bazel as build system. Was inspired Pbrt, Nori, Mitsuba, Luisa Compute #bazel #raytracing #3d #cpp #pbrt

#RStats Dev Diary: Smarties / Skittles

#pbrt

#RStats Dev Diary: LIDR data

#pbrt

#RStats Dev Diary: Balls!

#PBRT

{picohdr} is now on CRAN!

Read and write PFM and OpenEXR HDR images.

I'll be using this package for 3d rendering with #pbrt

https://coolbutuseless.r-universe.dev/picohdr
https://cran.r-project.org/package=picohdr

picohdr: Read, Write and Manipulate High Dynamic Range Images

#RStats abstract/organic art

* 3d trig function
* converted to mesh with marching cubes
* 3d scene created with #RStats
* Rendered with #PBRT

Re-voxelizing the bunny.

I've tweaked the code to drop duplicate voxels. This avoids multiple voxels at the same location z-fighting for display and causing artefacts.

This render is for @JensWiesehahn's eagle eyes!

#RStats #PBRT

Experimenting with generating meshes from implicit surfaces.

High and low resolution meshes from the same surface.

3D trig defines a surface. Marching cubes to convert to a mesh. Rendered in #PBRT. Orchestrated in #RStats

#RStats #PBRT #MarchingCubes