Issues
- 3
rendering job terminated by signal SIGKILL
#143 opened by w3ntao - 2
[parse_blend_file] depth of field
#139 opened by wahn - 1
[parse_blend_file] Support the translucent material
#138 opened by wahn - 1
- 5
[parse_blend_file] Attic Close-up
#136 opened by wahn - 1
sobol_burley crate
#133 opened by wahn - 1
noise_rs crate
#134 opened by wahn - 3
ganesha scene renders differently
#135 opened by wahn - 2
- 2
Statistics and Profiling from PBRT.
#131 opened by bsavery - 1
[parse_blend_file] Fix cornell_box scene FOV
#129 opened by wahn - 3
[sppm] arena branch panics with test scene
#128 opened by wahn - 4
[bdpt] C++ versions differs from Rust version
#127 opened by wahn - 1
[parse_blend_file] Allow basic instancing
#126 opened by wahn - 1
Reverse mapping of light pointers
#125 opened by wahn - 2
Implement CreateStratifiedSampler
#122 opened by wahn - 2
Implement CreateMaxMinDistSampler
#121 opened by wahn - 9
Fix integrators (using enum samplers)
#124 opened by wahn - 17
anim-bluespheres.pbrt
#118 opened by wahn - 5
Variable Stack Allocation
#123 opened by wahn - 1
Implement CylindricalMapping2D
#120 opened by wahn - 1
Implement SphericalMapping2D
#119 opened by wahn - 1
Implement GonioPhotometricLight
#117 opened by wahn - 2
[parse_blend_file] vertex colors
#116 opened by wahn - 2
Implement WhittedIntegrator
#115 opened by wahn - 1
Implement Beckmann microfacet distribution model
#80 opened by abusch - 3
Use generics instead of dynamic dispatch
#83 opened by fu5ha - 1
Explicit vectorization
#98 opened by gnzlbg - 3
Don't forget to execute the last loop in `compute_beam_diffusion_bssrdf()` in parallel:
#85 opened by wahn - 6
Progressive render preview
#104 opened by therealprof - 1
Intel's Open Image Denoiser
#94 opened by wahn - 1
- 6
Rethink SurfaceInteraction regarding C++ mutable members
#114 opened by wahn - 1
CreateMarbleSpectrumTexture
#112 opened by wahn - 3
[debug] pbrt-v3-scenes/villa scene
#111 opened by wahn - 1
Move rs_pbrt to a proper binary
#73 opened by abusch - 1
coffee-splash scene
#97 opened by wahn - 2
[panic] in BVHAccel::recursive_build()
#96 opened by wahn - 1
[panic] in Primitive::compute_scattering_functions()
#95 opened by wahn - 1
CreateFBmFloatTexture
#90 opened by wahn - 1
MakeMedium "heterogeneous"
#91 opened by wahn - 4
Implement VolPathIntegrator
#92 opened by wahn - 0
Parameters following Include line dropped
#93 opened by wahn - 1
CreateTranslucentMaterial
#89 opened by wahn - 4
Debug NaNs for shading.n in primitive.rs
#88 opened by wahn - 23
Stochastic Progressive Photon Mapping (SPPM)
#86 opened by wahn - 4
Implement SubsurfaceMaterial
#84 opened by wahn - 3
- 1
Replace nrm_normalize() and vec3_normalize() calls
#79 opened by wahn - 1
Make ParamSet::find_xxx() take the name as a &str
#74 opened by abusch