Skip to content

Commit

Permalink
Merge branch 'next_release'
Browse files Browse the repository at this point in the history
  • Loading branch information
jeffamstutz committed Mar 19, 2024
2 parents c355b8a + 15731c7 commit 5bdc462
Show file tree
Hide file tree
Showing 3 changed files with 9 additions and 7 deletions.
2 changes: 1 addition & 1 deletion CMakeLists.txt
Original file line number Diff line number Diff line change
Expand Up @@ -28,7 +28,7 @@ list(APPEND CMAKE_MODULE_PATH ${CMAKE_CURRENT_LIST_DIR}/cmake)

## Establish project

project(anari VERSION 0.9.0 LANGUAGES C CXX)
project(anari VERSION 0.9.1 LANGUAGES C CXX)

set(CMAKE_RUNTIME_OUTPUT_DIRECTORY ${PROJECT_BINARY_DIR})
set(CMAKE_ARCHIVE_OUTPUT_DIRECTORY ${PROJECT_BINARY_DIR})
Expand Down
4 changes: 3 additions & 1 deletion README.md
Original file line number Diff line number Diff line change
Expand Up @@ -134,9 +134,11 @@ independently from the SDK. (see below)
Below is a list of available ANARI implemenations compatible with this SDK:

- [AMD RadeonProRender](https://github.com/GPUOpen-LibrariesAndSDKs/RadeonProRenderANARI)
- [Barney](https://github.com/ingowald/barney) (experimental MPI distributed renderer)
- [Intel OSPRay](https://github.com/ospray/anari-ospray)
- [NVIDIA USD](https://github.com/NVIDIA-Omniverse/AnariUsdDevice)
- [NVIDIA VisRTX](https://github.com/NVIDIA/VisRTX)
- [NVIDIA VisRTX + VisGL](https://github.com/NVIDIA/VisRTX)
- [Visionaray](https://github.com/szellmann/anari-visionaray)

If you implement a backend to the ANARI SDK, please open a PR to add it to this
list!
10 changes: 5 additions & 5 deletions src/helide/renderer/Renderer.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -170,7 +170,7 @@ float4 Renderer::shadeRay(const float2 &screen,
float3 color(0.f, 0.f, 0.f);
float opacity = 0.f;

float3 volumeColor = bgColor;
float3 volumeColor = color;
float volumeOpacity = 0.f;

float3 geometryColor(0.f, 0.f, 0.f);
Expand Down Expand Up @@ -266,13 +266,13 @@ float4 Renderer::shadeRay(const float2 &screen,
}

geometryColor = linalg::min(geometryColor, float3(1.f));
volumeColor = linalg::min(volumeColor, float3(1.f));

accumulateValue(color, volumeColor * volumeOpacity, opacity);
accumulateValue(opacity, volumeOpacity, opacity);
color = linalg::min(volumeColor, float3(1.f));
opacity = volumeOpacity;

accumulateValue(color, geometryColor * geometryOpacity, opacity);
accumulateValue(opacity, geometryOpacity, opacity);
accumulateValue(color, bgColor * bgColorOpacity.w, opacity);
accumulateValue(color, bgColor, opacity);
accumulateValue(opacity, bgColorOpacity.w, opacity);

return {color, opacity};
Expand Down

0 comments on commit 5bdc462

Please sign in to comment.