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Description
- add an option to select objects for shadow caster/receiver independently
- hit mask layer
- object space skinning
- see "Animation" in http://intro-to-dxr.cwyman.org/presentations/IntroDXR_RaytracingAPI.pdf
- handle drag & dropped scenes from Hierarchy
- export to image functionality
- debug functionality: timestamp
- debug functionality: 'always update acceleration structures' mode
- multiple command lists for deform & building BLAS (for potential parallelization)
- the performance gain was negligible or even negative. probably it will be better if do it with optimal task granularity in a complex scene. we need to test with real-world assets.
- https://developer.nvidia.com/dx12-dos-and-donts
- use global root signature instead of local root signature
- flip caster mesh faces option
- ID3D12Device::SetStablePowerState()
- handle dynamic Meshes
- Alembic meshes, etc
- faster BLAS update for baked meshes
- for Cloth
- use Lights' culling mask
- use Cameras' culling mask
- use MeshRenderer's shadow mode
- use Lights' shadow settings
- set light index to light alpha
- bit mask output option
- use CommandBuffers for precise draw order
- actually not needed
- (unity) global shader parameter to detect RTHS is used
- normalize light intensity
- debug view for adaptive sampling
- optimal shadow ray offset
- see "A Fast and Robust Method for Avoiding Self-Intersection" in http://www.realtimerendering.com/raytracinggems/unofficial_RayTracingGems_v1.5.pdf
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