update todo

This commit is contained in:
Ivan Avdeev 2021-12-21 21:37:36 -08:00
parent fa63aedce9
commit 8d552b5d94

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@ -2,10 +2,7 @@
- [ ] remove surface visibility cache
- [ ] rtx: remove lbsp
- [ ] rtx: rename point lights to lampochki
- [x] rtx: move entity parsing to its own module
- [ ] rtx: rename emissive surface to surface lights
- [ ] rtx: configuration that includes texture name -> pbr params mapping, etc. Global, per-map, ...
- [ ] rtx: simple convolution denoise (bilateral?)
- [ ] rtx: dynamically sized light clusters
Split into 2 buffers:
struct LightCluster { uint16 offset, length; }
@ -38,7 +35,7 @@
- [ ] studio model types:
- [x] normal
- [ ] float
- [ ] chrome
- [x] chrome
- [ ] more beams types
- [ ] more particle types
- [ ] rtx: better mip lods: there's a weird math that operates on fov degrees (not radians) that we copypasted from ray tracing gems 2 chapter 7. When the book is available, get through the math and figure this out.
@ -53,11 +50,7 @@
- [ ] robust tracking of memory hierarchies: global/static, map, frame
- or just do a generic allocator with compaction?
- [ ] rtx: coalesce all these buffers
- [ ] crash in PM_RecursiveHullCheck. havent seen this in a while
- [ ] rtx: entity lights
- [ ] run under asan
- [x] rtx: map name to rad files mapping
- [x] rtx: live rad file reloading (or other solution for tuning lights)
- [ ] rtx: do not rebuild static studio models (most of them). BLAS building takes most of the frame time (~12ms where ray tracing itself is just 3ms)
- [ ] rtx: importance-sample sky light; there are sky surfaces that we can consider light sources
- [ ] cull water surfaces (see c3a2a)
@ -72,7 +65,6 @@
- [ ] ...
- [ ] rtx: add fps: rasterize into G-buffer, and only then compute lighting with rtx
- [ ] rtx: bake light visibility in compute shader
- [ ] rtx: cull light sources (dlights and light textures) using bsp
- [ ] dlight for flashlight seems to be broken
- [ ] make 2nd commad buffer for resource upload
- [ ] fix sprite blending; there are commented out functions that we really need (see tunnel before the helicopter in the very beginning)
@ -98,7 +90,6 @@
- [ ] rtx: non-realtime unbiased mode: make "ground truth" screenshots that take 1e5 samples per pixels and seconds to produce. what for: semi-interactive material tuning, comparison w/ denoise, etc.
# Someday
- [x] rtx: dynamic rtx/non-rtx switching breaks dynamic models (haven't seen this in a while)
- [ ] more than one lightmap texture. E.g. sponza ends up having 3 lightmaps
- [ ] nvnsight into buffer memory and stuff
- [ ] start building command buffers in beginframe
@ -387,3 +378,14 @@
## 2021-10-26 E156
- [x] enable entity-parsed lights by lightstyles
## 2021-12-21 DONE SOMEWHEN
- [x] rtx: dynamic rtx/non-rtx switching breaks dynamic models (haven't seen this in a while)
- [x] run under asan
- [x] rtx: map name to rad files mapping
- [x] rtx: live rad file reloading (or other solution for tuning lights)
- [x] rtx: move entity parsing to its own module
- [x] rtx: configuration that includes texture name -> pbr params mapping, etc. Global, per-map, ...
- [x] rtx: simple convolution denoise (bilateral?)
- [x] rtx: cull light sources (dlights and light textures) using bsp
- [-] crash in PM_RecursiveHullCheck. havent seen this in a while