4ย years, 5ย months ago
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I've found it easier to work (understand/debug/etc) by having normals and rays all in tangent space. I don't know of any objective reason to prefer that, it's just what I've fouโฆ
4ย years, 5ย months ago
Hello all, I decided it was about time to create a new project to host my 10+ years old path tracer source files (have not worked on it for 10 years, the project was a messโฆ
5ย years, 7ย months ago
Hello all, I'v noticed a very weird behaviour of my code:for(int y = start_y; y < end_y; ++y) { for(int x = start_x; x < end_x; ++x) { Spectrum s; vector2<real>โฆ
5ย years, 8ย months ago
Hello all, several years far from this site (not much time to spend on my pet projects) but now I come hoping for some help, like in the good old days :DI'm trying to compile onโฆ
5ย years, 8ย months ago
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See all in DiscussionsI've found it easier to work (understand/debug/etc) by having normals and rays all in tangent space. I don't know of โฆ
4ย years, 5ย months ago
Not sure about real time rendering, but I've found tangent space to be quite comfortable in raytracing.
4ย years, 5ย months ago
Hello all, I decided it was about time to create a new project to host my 10+ years old path tracer โฆ
5ย years, 7ย months ago