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Hi, @boberfly, Thank you for your interest in the project! Here are the answers to your questions:
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This is an amazing project thank you for sharing! I wasn't aware of this until recently, it must've missed my radar. I'm fairly familiar with path tracer codebases (OpenMoonray/Cycles) and have done some hobby-level RHI work here and there, and this project combines them all in a very good way (and I see Google Marl there too, nice).
Just a few thoughts and questions from me trying to understand everything:
I am curious on how you'll solve mesh motion blur for the DXR 1.1 backend. As far as I know, only OptiX and Metal support this, and Vulkan partially via this extension https://registry.khronos.org/vulkan/specs/1.3-extensions/man/html/VK_NV_ray_tracing_motion_blur.html (I want to make a ticket to Mesa3D to see if more hardware can support it...)
I noticed the use of argument buffers for Direct3D which is indirect cmd buffers on hardware right? - I think Vulkan is a bit behind there, but there is this extension https://registry.khronos.org/vulkan/specs/1.3-extensions/man/html/VK_NV_device_generated_commands.html and on Linux the RADV driver supports a subset enough to cover Direct3D needs (I will test LuisaCompute under vkd3d-proton which uses it soon) - just a heads-up
Will the ISPC backend be resurrected? I found the last commit before its removal so I'll have a play with it with Embree - my assumption here is that data structures need to be in arrays in Mitsuba3-style like it is noted from the whitepaper for the benefits of the wider SIMDs (I am a bit confused as I thought LuisaCompute can abstract that with the DSL?).
How developed is the OSL parser? I'd like to use that to help lower OSL to GPUs or bring it to Moonray :)
This might be more of a LuisaRender question, but have there been any testing on making shader nodes in DSOs/modular libraries? I guess you'd embed the DSL in the libraries and invoke the JIT at runtime and be quite slow for time to first pixel waiting for compiles - that's something I'd like to study more, as Cycles has a VM to mitigate shader compiles but it's probably why it is slow in the render tests.
Cheers, and thanks for sharing this.
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