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openelara's Issues

分布式渲染

  • 适用于局域网内分布式渲染
  • 允许通过云服务器穿透外网

开源的GUI例程

提供开源的GUI例程,便于:

  1. 用户学习、集成Elara技术
  2. 直观的调试渲染效果、后期参数

Fix stereo support in cubemap/spherical camera

Fix stereo support in cubemap/spherical camera.

Currently the algorithm is using a fixed right vector, which is incorrect for virtual reality rendering.

The correct way is to compute a different right vector for each ray based on up vector.

User Orientation

Allow user to customize:

  • Handedness
  • Wiring order
  • Up direction
  • Environment orientation

ESS Parser Standalone

  • A standalone application/DSO to parse and analyze ESS files.
  • Free to use, no extra license is needed.
  • API to extract all referenced resources including texture maps and IES files.

Support simple directional map as an AOV

For this map, use rgba format, the rgb is the direction of the point's main direction. While the a is the percentage of the irradiance of this direction compare to the whole hemisphere

Comprehensive scene checker in Elara core

The scene check should play an important role in checking invalid scene data, and warning potential performance issues, by checking:

  • Out-of-range indices in polygon meshes.
  • NaNs, Infs, Big numbers in polygon mesh data.
  • Instance matrix has NaNs, Infs, Big numbers.
  • Excessive amount of overlapped geometry.
  • Accel falls to very poor performance.
  • Print global accel bbox.
  • De-generated triangles.
  • Highly directional HDR as environment.
  • Skylight used in interior scene rendering.
  • GI cache consumes too much memory.
  • Excessive rays per sample.
  • Intensive use of non-opaque objects/materials.
  • Intensive use of IES lights.
  • Intensive use of mesh lights or emissive objects.
  • Too many textured lights.
  • Point light uses more than one sample.
  • Light sample is too low for area lights.
  • Non-energy-conserving shaders.
  • Excessive use of specular (glossy) and reflection (mirror) at the same time.
  • Non-tiled/mipped textures.
  • Separate specular/diffuse AOVs are required.
  • Per-object/light time cost profile.

Support texture shader using C++

  • Support writing C++ texture shader
  • Binary data can be directly passed to texture shader
  • Allow writing binary textures into ESS format using base85 encoded array.

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