MIT License

项目介绍

gkjohnson/three-gpu-pathtracer 是一个托管在 GitHub 上的开源项目,主要使用 JavaScript 编写,采用 MIT License 许可证,目前获得 2.0k 个 Star、200 次 Fork。

仓库全名
gkjohnson/three-gpu-pathtracer
开源许可证
MIT License
Star 数
2.0k
Fork 数
200
未关闭 Issue
57

README 摘要

three-gpu-pathtracer Path tracing project using three-mesh-bvh and WebGPU compute shaders to accelerate high quality, physically based rendering on the GPU. Examples Setup Basic glTF Setup Example Basic Primitive Geometry Example Beauty Demos Physically Based Materials Interior Scene w/ Equirect Rendering Depth of Field HDR Image Features Area Light Support Spot Light Support Denoising and Upscaling Test Scenes…

完整内容见 GitHub 原始 README 或本页 。

常见问题

three-gpu-pathtracer 用什么语言开发?

主要使用 JavaScript 编写,采用 MIT License 许可证,目前有 2.0k 个 Star。

three-gpu-pathtracer 可以免费商用吗?

仓库采用 MIT License 许可证,可免费使用与修改,商业使用请遵守许可证条款(例如保留版权声明与许可声明)。

如何获取 three-gpu-pathtracer 的源码?

可以直接克隆仓库:git clone https://github.com/gkjohnson/three-gpu-pathtracer.git,默认分支为 main;安装与运行步骤见仓库 README。

three-gpu-pathtracer 最近还在维护吗?

仓库最近一次更新为 1 天前,当前有 57 个未关闭 Issue;Star 数为 2.0k,可作为社区活跃度的参考。

关于

GitHub 原始描述(英文)

Path tracing renderer and utilities for three.js built on top of three-mesh-bvh.

描述取自 GitHub 官方 API,保持仓库作者书写的原文。

语言占比

HTML
JavaScript

Release

README

three-gpu-pathtracer

npm version build docs github twitter sponsors

Path tracing project using three-mesh-bvh and WebGPU compute shaders to accelerate high quality, physically based rendering on the GPU.

Examples

Setup

Basic glTF Setup Example

Basic Primitive Geometry Example

Beauty Demos

Physically Based Materials

Interior Scene w/ Equirect Rendering

Depth of Field

HDR Image

Features

Area Light Support

Spot Light Support

Denoising and Upscaling

Test Scenes

Material Test Orb

Model Viewer Fidelity Scene Comparisons

Tools

Animation Rendering

Running examples locally

To run and modify the examples locally, make sure you have Node and NPM installed. Check the supported versions in the test configuration.

  • To install dependencies, run npm install
  • To start the demos run npm start
  • Visit http://localhost:5173/<demo-name.html>

Use

Basic Renderer

import * as THREE from 'three/webgpu';
import { WebGPUPathTracer } from 'three-gpu-pathtracer/webgpu';

// init scene, camera, controls, etc

renderer = new THREE.WebGPURenderer();
renderer.toneMapping = THREE.ACESFilmicToneMapping;
await renderer.init();

pathTracer = new WebGPUPathTracer( renderer );
pathTracer.setScene( scene, camera );

animate();

function animate() {

	requestAnimationFrame( animate );
	pathTracer.renderSample();

}

Blurred Environment Map

Using a pre blurred environment map can help improve frame convergence time at the cost of sharp environment reflections. If performance is a concern then multiple importance sampling can be disabled and a blurred environment map used.

import { BlurredEnvMapGenerator } from 'three-gpu-pathtracer/webgpu';

// ...

const envMap = await new HDRLoader().loadAsync( envMapUrl );
const generator = new BlurredEnvMapGenerator( renderer );
const blurredEnvMap = await generator.generate( envMap, 0.35 );
generator.dispose();

scene.environment = blurredEnvMap;

// render!

API

See the docs site for the WebGPU API documentation.

The same documentation is also available as markdown in API.md.

Gotchas

  • The project requires WebGPU.
  • SpotLights, DirectionalLights, and PointLights are only supported with MIS.
  • Only MeshStandardMaterial and MeshPhysicalMaterial are supported.
  • Emissive materials are supported but do not take advantage of MIS.

Screenshots

Resources

Raytracing in One Weekend Book

PBR Book

knightcrawler25/GLSL-PathTracer

blender/cycles

AcademySoftwareFoundation/OpenPBR

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