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I tried to port a project #13

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FishOrBear opened this issue Mar 27, 2018 · 2 comments
Open

I tried to port a project #13

FishOrBear opened this issue Mar 27, 2018 · 2 comments

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@FishOrBear
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FishOrBear commented Mar 27, 2018

Demo address:
https://fishorbear.github.io/PathTracing-Renderer/dist/index.html

You can switch shader codes by clicking on the control button in the upper left corner, "Path" or "Mis".

https://github.com/FishOrBear/PathTracing-Renderer

I transplanted path tracking for integrated MIS.
And I tried to refactor your project with typescript+webpack.

I think you may not need to wait for threejs to support webgl2.

@erichlof
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Hi @FishOrBear
That's really cool! I need to integrate all my demos like that, where you just pick from a list and it loads the selected demo, without having to leave the webpage. Speaking of three.js support for WebGL 2.0, according to this comment, three.js contributor @takahirox has already started his own branch of three.js which supports WebGL 2.0. I will try to give it a spin, and if it works ok, I will replace the three.min.js dependency file on my project repo with his new one. That way I can start working on the acceleration structure which runs on the GPU.

Thanks for the heads up though! :)

@FishOrBear
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Thank you for your project, there are many places where I can learn.

Webgl2 support takes too much time. Hope that threejs can support webgl2 faster.

I think the project needs better separation of code and separate shaders in different files, so I created the project.
Hope to help you.

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