Commit Graph

421 Commits

Author SHA1 Message Date
caa4ea3e44 Replaced SurfaceClosure trait with a SurfaceClosure enum.
Also moved surface closures to using Color internally for color
specification.
2018-12-27 22:57:44 -08:00
e5a12cd498 Fixed the Planck's Law implementation to use correct units.
Color temperature specified colors now work!
2018-12-27 20:03:56 -08:00
5add4cfdb1 Implementing Color as a simple enum rather than as a trait.
There's really no reason for it to be a Trait, and this will simplify
a lot of things down the road.
2018-12-27 16:09:03 -08:00
b598ce499c Updated dependencies. 2018-12-16 13:22:12 -08:00
508cda6021 Better path usage and "extern crate" removal in sub-crates. 2018-12-16 13:14:06 -08:00
28a07de456 Improve module path usage and remove extern crate declarations where possible. 2018-12-16 13:02:49 -08:00
178c0bd6cb Third step transitioning to Rust 2018. 2018-12-16 12:17:21 -08:00
5fb349cc49 Second step transitioning to Rust 2018. 2018-12-16 12:07:11 -08:00
8deb1e87bb First step transitioning to Rust 2018. 2018-12-16 12:02:20 -08:00
e3a9cbef84 Silenced/fixed the last of the clippy warnings. 2018-12-16 11:48:01 -08:00
c73db2edbe Fix/silence a bunch of clippy warnings in the main crate. 2018-12-15 23:26:12 -08:00
d57c896151 Silence/fix clippy warnings in mem_arena sub-crate. 2018-12-15 22:34:51 -08:00
53424b393d Silence clippy warnings in spectra_xyz sub-crate. 2018-12-15 22:22:29 -08:00
f9d75f490c Silenced warnings in color sub-crate. 2018-12-15 22:06:32 -08:00
f2e591a91f Fixed clippy warnings in math3d. 2018-12-15 21:56:48 -08:00
8b6181d262 Fixed Clippy warnings in float4. 2018-12-15 21:41:16 -08:00
589a67caa4 Run latest rustfmt on code. No functional changes. 2018-12-08 13:23:44 -08:00
e9b495e729 Silence some clippy warnings on generated code and large preformatted data. 2018-12-08 13:21:41 -08:00
ea75e3ed21 Added benchmarks for both Trifloat and Oct32 encoding/decoding. 2018-11-29 11:09:48 -08:00
a6cae26c34 Added property tests for Oct32 encoding/decoding.
Tests random vectors, and makes sure that encoding/decoding
round trip only introduces precision errors below a certain
threshold.

Pretty confident that the implementation is correct now.
2018-11-29 09:50:38 -08:00
8e15dba29d Implementation of the Oct32 encoding of unit vectors.
The code still needs testing, but initial toying around suggests
that it's working correctly.
2018-11-28 23:41:12 -08:00
c0cb071251 Further optimizations to the trifloat implementation.
Also improved documentation.
2018-11-28 15:31:21 -08:00
27521f44a6 Cleanup and better docs for trifloat. 2018-11-23 23:12:06 -08:00
ff9a56977a Use bit fiddling to avoid some expensive operations in trifloat encoding/decoding. 2018-11-23 22:31:28 -08:00
3d1ade21c2 Better naming for the trifloat functions. 2018-11-23 21:38:27 -08:00
3fb22fdefa Implemented a "tri-float" encoding, similar to RGBE.
This implementation trades less range for more precision, giving
9 bits to each mantissa instead of just 8 bits as in RGBE.
2018-11-23 20:01:15 -08:00
498c1ea8d9 Running latest rustfmt. No functional change. 2018-10-30 22:31:25 -07:00
ab637e3bd5 Fixed bug in GTR and GGX BRDFs. 2018-08-09 14:43:32 -07:00
c002514ddf Run latest rustfmt. No functional changes. 2018-08-09 00:43:21 -07:00
caeb1d9c67 Added GGX glossy material, and simplified surface closure API. 2018-08-09 00:42:17 -07:00
5c20fa3ea4 Moved more work out of the triangle mesh intersection inner loop.
This makes the code a bit spaghetti-like, but it provides noticable
speed-ups in the all the scenes I tested.
2018-07-01 17:30:58 -07:00
b14b1b13b5 Cleaned up some of the SIMD code in spectra_xyz. 2018-07-01 16:49:41 -07:00
3f55df7225 Some basic SIMD optimizations for XYZ->Spectrum conversion. 2018-07-01 15:50:34 -07:00
ef7084e694 Reorganized xyz_spectra crate a bit.
This way the executable code can be worked with directly, instead
of via the python file that generates the rust code.

Also introduced some small optimizations.
2018-07-01 14:29:19 -07:00
989914b878 Use Float4::splat() in AccelRay methods. 2018-06-29 17:28:39 -07:00
6d21a30840 Formatting with newer cargo fmt.
No meaningful code change, only formatting.
2018-06-24 21:18:10 -07:00
df27f7b829 Moved matrix transpose and inverse code into Float4 crate.
This allows for more optimized implementations, taking advantage
of SIMD intrinsics.
2018-06-24 21:06:32 -07:00
8e791259b3 Sped up Float4::h_sum for platforms with SSE3.
Since this is used heavily during matrix multiplication, gives a
nice little speed boost.
2018-06-24 16:45:21 -07:00
27d1b2286b Switch to stable SIMD intrinsics.
Rust 1.27 stablized a variety of cpu intrinsics, including SIMD
on x86/64 platforms.  This commit moves to using those intrinsics
for the optimized Float4 implementation.  This means Psychopath
now compiles on stable Rust with all optimizations.  Yay!
2018-06-24 15:32:09 -07:00
d92ae4b2d7 Updated to latest openexr-rs release. 2018-06-15 14:52:51 -07:00
b2576c20e7 Upgraded to Nom 2.x 2018-03-04 22:06:20 -08:00
b5bcf8965b Updated to latest crates.
Except for Nom, which has jumped several major versions.
2018-03-04 13:49:41 -08:00
bbf832a3d8 Fixed compile error in float4 lib, and updated to latest simd crate. 2018-03-04 13:32:31 -08:00
c990672dfe Fix compiler warnings. 2018-03-04 13:06:22 -08:00
97d3304149 Run new rustfmt on codebase. 2018-03-04 13:00:55 -08:00
f39589ab72 Small refactor of float4 crate to make it easier to read. 2018-03-04 12:27:35 -08:00
a797ff012d Fixed sampling of very small rectangle lights.
The sampling method used before is numerically unstable for very
small lights.  That sampling method is still used for large/close
lights, since it works very well for that.  But for small/distant
lights a simpler and numerically stable method is used.
2017-10-26 08:42:09 -07:00
3de276cbaa Make MIS routines handle infinite importance better.
Handle it like the limit case: as A approaches infinity, the
limit approaches 1.0.  Before this, we were getting NaN values.
This fixes that.
2017-10-25 07:11:24 -07:00
6ff226f4fa Whoops, nope. The last commit was a mistake.
It *seemed* to fix the problem I was running into, but it actually
made the SphereLight ray intersection code incorrect, and wa just
avoiding intersections that should have happened.

I should test better before committing. :-)
2017-10-25 07:09:16 -07:00
18024d43b9 Stupid bug in SphereLight ray intersection code.
The ray origin wasn't transformed into local space, resulting in
silly problems.
2017-10-25 06:59:35 -07:00