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GPU Progressive Renderer #8

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Cewein opened this issue Feb 13, 2020 · 2 comments
Open

GPU Progressive Renderer #8

Cewein opened this issue Feb 13, 2020 · 2 comments
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enhancement New feature or request

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@Cewein
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Cewein commented Feb 13, 2020

Display refrence for the issue : 1920*1080 running at 60Fps

this would be great, sending 20 sample per pixel per frame is heavy.
Quick maths give us for a screen a total of : 2,5 GRay/s

if we allow a mode for progressive rendering only 124 MRay/s are send and one new ssp each frame, allowing better portabilty and in the end a better looking render when not moving.

Why ? because after one second, 60 ssp are process whereas the none progressive render while stay at 20 ssp no matter the number of frame who as been process.

so when not moving better switch to a progressing renderer.

@Cewein Cewein added the enhancement New feature or request label Feb 13, 2020
@Cewein
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Cewein commented Mar 9, 2020

the framebuffer is in progress but other project are getting in the way. normaly it will be donne this week. but you can already see what it will look like since the shadertoy version already have the progressive rendering : https://www.shadertoy.com/view/3lG3D3

Cewein added a commit that referenced this issue Mar 11, 2020
the frame buffer creation is in progresse, but we still need to think a proper way to draw the scene into the frame buffer. #8

also, the main shader as be cleaned a bit, now every object are independent, no more gobal setting.
Cewein added a commit that referenced this issue Mar 26, 2020
framebuffer don't work, no idea why, it look like nothing is being written to the texture bind to the buffer. will open a stackoverflow or a computer graphic topic about it.

still no progressive render, so putting this aside for a bit and looking for putting in place a proper UI.
#8
@Cewein
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Cewein commented May 22, 2020

in d8338dd accummulation was added but the noise function is not really good, maybe blue noise should be use instead

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