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exposure-render's Issues

64-bit binary of Exposure Renderer

Hello,
     first let me state, Exposure is very nice piece of software.
However in order to render a little bit larger datasets I would need the 
software to run in 64bit.

So before I try myself to setup and compile it under 64bit, my question, has 
anyone tried before with positive or negative outcome?

If positive could he maybe share it?

Thanks a lot 
    Samuel

Original issue reported on code.google.com by [email protected] on 8 Dec 2013 at 1:00

SampleF seems to double the pdf

Hi again,

It seems to me that SampleF returns the double of the pdf:


When adding 
Pdf += m_Lambertian.Pdf(Wol, Wil);
Pdf += m_Microfacet.Pdf(Wol, Wil);

Pdf is already set and non zero. Furthermore why is here no Importance sampling 
applied.

What I am asking is, could you please tell me the reason behind this.


Regards
Christoph


HOD CColorXyz SampleF(const Vec3f& Wo, Vec3f& Wi, float& Pdf, const 
CBrdfSample& S)
    {
        const Vec3f Wol = WorldToLocal(Wo);
        Vec3f Wil;

        CColorXyz R;

        if (S.m_Component <= 0.5f)
        {
            m_Lambertian.SampleF(Wol, Wil, Pdf, S.m_Dir);
        }
        else
        {
            m_Microfacet.SampleF(Wol, Wil, Pdf, S.m_Dir);
        }

        Pdf += m_Lambertian.Pdf(Wol, Wil);
        Pdf += m_Microfacet.Pdf(Wol, Wil);

        R += m_Lambertian.F(Wol, Wil);
        R += m_Microfacet.F(Wol, Wil);

        Wi = LocalToWorld(Wil);

        return R;
    }

Original issue reported on code.google.com by [email protected] on 13 Jun 2012 at 1:50

build error

Hello,
I'd like to build ER in 64bit .But I've had some difficulties when I followed the build.md in vs 2017,as follows:

  can't open file"D:\C++\exposure-render(build\CMakeFiles(ErCore.dir(RelWithDebInfoNErCore_ generated core.cu.obj"

  I don't find the file in file explorer.Can you tell me how to solve it ?

  Thanks a lot
      Brain

4`_9KK570ANXU5 _WKY(K

Weird positioning of Lightsource

Hi, I have come back to the positioning of the light source and it just isn't 
where I would expect it to be.


It is allways displayed far of from its center and it not correctly rotate.

The problem is somehow connected to m_Target.

If I set m_target to 0, all is as expected.



Original issue reported on code.google.com by [email protected] on 6 Jun 2012 at 11:53

Vec::Min/Max code broken

IS:

    HOD int Max(void)
    {
        T Max;

        for (int i = 1; i < Size; i++)
        {
            if (m_D[i] > m_D[i - 1])
                Max = m_D[i];
        }

        return Max;
    }

SHOULD BE:

T Max ** = m_D[0] **;
for (int i=1;i<Size;i++)
   if (m_D[i] > **Max**) 
       Max = m_D[i].

Same for min.


Original issue reported on code.google.com by [email protected] on 11 Nov 2011 at 8:16

Multi GPU Configuration

Hi,

I have sucessfully tried to run the exposure renderer on 1st device, while 
having my monitor connected to dev0.


I would now expect that even at demanding resolutions the ER does not affect my 
windows performance.

Am I wrong to assume that or do I need to alter somethings in the code?


Best regards,
Christoph

Original issue reported on code.google.com by [email protected] on 29 Jun 2012 at 2:21

The error of compile

What steps will reproduce the problem?
1. compile the source code
the error is:
2>c:\vtk\5.10\common\vtkDataArrayTemplate.txx(1208) : error C2491: 
“vtkDataArrayTemplate<T>::LookupValue”: 不允许 dllimport 函数 的定义
2>c:\vtk\5.10\common\vtkDataArrayTemplate.txx(1218) : error C2491: 
“vtkDataArrayTemplate<T>::DataChanged”: 不允许 dllimport 函数 的定义
2>c:\vtk\5.10\common\vtkDataArrayTemplate.txx(1246) : error C2491: 
“vtkDataArrayTemplate<T>::DataElementChanged”: 不允许 dllimport 函数 
的定义
2>c:\vtk\5.10\common\vtkDataArrayTemplate.txx(1257) : error C2491: 
“vtkDataArrayTemplate<T>::ClearLookup”: 不允许 dllimport 函数 的定义


how to  deal with this error?


Original issue reported on code.google.com by [email protected] on 15 Jun 2012 at 9:10

Application crashes after launch

What steps will reproduce the problem?
1. Launch the application
2. the application crashes
3.

What is the expected output? What do you see instead?


What version of the product are you using? On what operating system?
exposure render win32 1.1 on windows server 2008 64bit
graphic card: nvidia geforce 8400 GS with latest drivers



Please provide any additional information below.

Problem signature:
  Problem Event Name:   APPCRASH
  Application Name: ExposureRender.exe
  Application Version:  0.0.0.0
  Application Timestamp:    4e9ee385
  Fault Module Name:    MSVCR100.dll
  Fault Module Version: 10.0.30319.460
  Fault Module Timestamp:   4db13576
  Exception Code:   40000015
  Exception Offset: 0008cb95
  OS Version:   6.1.7600.2.0.0.274.10
  Locale ID:    1040
  Additional Information 1: 480e
  Additional Information 2: 480e38db722a0f1a162770facb0a8923
  Additional Information 3: 9d2b
  Additional Information 4: 9d2b617f54c9eb049e783d610f0a73be

Original issue reported on code.google.com by [email protected] on 3 Dec 2011 at 9:21

blue shift, no bug, wish to disable

What steps will reproduce the problem?
1. hard coded feature!
2. When using "greyscale" eg Black and white
3.


I wish to disable the blueshift/ night tonemapping.

Preferably in the post processing stage, does your spectrum provide a proper 
matrix to do so? Is a disableing even intended/ sensible.

Regards 
Christoph

Original issue reported on code.google.com by [email protected] on 7 May 2012 at 9:30

Please Check for access-violation in camera.cuh::update


Hi, please check if you write out of m_data. 
It does here, overwriting other stuff, so I appended

&& i < MAX_BOKEH_DATA-1;


I would be glad if you could provide me with some information how to correct it 
properly, since I have no clue what Update does .

Thanks
Christoph

HOD void Update(const float& FStop)
{
// Update bokeh
    int Ns = (int)m_NoBlades;

    if ((Ns >= 3) && (Ns <= 6))
    {
        float w = m_Rotation * PI_F / 180.0f, wi = (2.0f * PI_F) / (float)Ns;

        Ns = (Ns + 2) * 2;

        for (int i = 0; i < Ns  && i < MAX_BOKEH_DATA-1; i += 2)
        {
            m_Data[i]       = cos(w);
            m_Data[i + 1]   = sin(w);
            w += wi;
        }
    }
}

Original issue reported on code.google.com by [email protected] on 1 Jun 2012 at 9:51

timing did not work, appended fixed file

Hi, i fixed (hopefully correct) the timing:

Modified Constructors, removed division by zero.

It's probably already fixed in your new code.

#pragma once

#define MAX_NO_DURATIONS 30

class CTiming
{
public:
    CTiming(void) 
    {   
        memset(m_Durations, 0, MAX_NO_DURATIONS * sizeof(float));

        m_NoDurations       = 0;
        m_FilteredDuration  = 0.0f;
    };

    HO CTiming(const char* pName)
    {
#ifndef __CUDACC__
        sprintf_s(m_Name, "%s", pName);
#endif
        //This one is never used, thus never initialized, altered acc
        CTiming();
    }

        virtual ~CTiming(void) {};

    HO CTiming& CTiming::operator=(const CTiming& Other)
    {
            strcpy_s(m_Name, Other.m_Name);

                for (int i = 0; i < MAX_NO_DURATIONS; i++)
                {
                        m_Durations[i]  = Other.m_Durations[i];
                    }

                m_NoDurations       = Other.m_NoDurations;
            m_FilteredDuration  = Other.m_FilteredDuration;

                return *this;
    }

    void AddDuration(const float& Duration)
    {       

        float TempDurations[MAX_NO_DURATIONS];      
        memcpy(TempDurations, m_Durations, MAX_NO_DURATIONS * sizeof(float));

        m_Durations[0] = Duration;  


        float SumDuration = Duration;

        for (int i = 0; i < m_NoDurations-1; i++)
        {
            m_Durations[i + 1] = TempDurations[i];
            SumDuration += TempDurations[i];
        }

        //iterate before dividing
        m_NoDurations = min(MAX_NO_DURATIONS, m_NoDurations + 1);

        m_FilteredDuration = SumDuration / (float)m_NoDurations;

    }

    char        m_Name[MAX_CHAR_SIZE];
    float       m_Durations[MAX_NO_DURATIONS]; 

    int         m_NoDurations;
    float       m_FilteredDuration;
};

Original issue reported on code.google.com by [email protected] on 25 May 2012 at 12:15

Building with vs2010, win7prof32, gt8600m

What steps will reproduce the problem?
1. Compile as suggested by Wiki
2. Problem 1: when setting presets: qlist.h operator[] index > size (ignoring 
possible)
3. Problem 2: fatal crash (660- sth) when loading Volume, not shure if related 
to first error, hence no way to be more precise atm

What is the expected output? What do you see instead?


What version of the product are you using? On what operating system?
release1.10, vs2010, win7prof32, gt8600m

Please provide any additional information below.
Cannot test with better system atm

Original issue reported on code.google.com by [email protected] on 2 Apr 2012 at 8:47

memory leak in core.cu::Render

Hi, 
I was wondering if you free pDevScene etc. in your rendering call or if it is 
already reimplemented otherwise.

Regardless,
my code looks something like this:


And I found that no dev pointer gets freed, which after several thousand 
iteration fills up the gpu memory to the brim.

best regards
Christoph

void Render(const int& Type, CScene& Scene, CTiming& RenderImageTimer, CTiming& 
BlurImageTimer, CTiming& PostProcessImageTimer, CTiming& DenoiseImageTimer)
{
    CScene* pDevScene = NULL;

    HandleCudaError(cudaMalloc(&pDevScene, sizeof(CScene)), "alloc dev scene failed");
    HandleCudaError(cudaMemcpy(pDevScene, &Scene, sizeof(CScene), cudaMemcpyHostToDevice));

    if (Scene.m_Camera.m_Focus.m_Type == 0)
        Scene.m_Camera.m_Focus.m_FocalDistance = NearestIntersection(pDevScene);

    HandleCudaError(cudaMemcpy(pDevScene, &Scene, sizeof(CScene), cudaMemcpyHostToDevice));

    CCudaView* pDevView = NULL;

    HandleCudaError(cudaMalloc(&pDevView, sizeof(CCudaView)));
    HandleCudaError(cudaMemcpy(pDevView, &gRenderCanvasView, sizeof(CCudaView), cudaMemcpyHostToDevice));


    CCudaInstantRadiosity* pDevIR= NULL;

    HandleCudaError(cudaMalloc(&pDevIR, sizeof(CCudaInstantRadiosity)));
    HandleCudaError(cudaMemcpy(pDevIR, &gInstantRadiosity, sizeof(CCudaInstantRadiosity), cudaMemcpyHostToDevice));


    CCudaTimer TmrRender;

    bool VPLRender = true;  
    switch (VPLRender)
    {
        case false:
        {
            SingleScattering(&Scene, pDevScene, pDevView);
            break;
        }

        case true:
        {
            RenderVPL(&Scene, pDevScene, pDevIR, gpVPLArray, gpAVSMArray, pDevView);        
            break;
        }
    }

    HandleCudaError(cudaFree(pDevIR),"Error freeing pDevIR");

    RenderImageTimer.AddDuration(TmrRender.ElapsedTime());

    CCudaTimer TmrBlur;
    Blur(&Scene, pDevScene, pDevView);
    BlurImageTimer.AddDuration(TmrBlur.ElapsedTime());

    CCudaTimer TmrPostProcess;
    Estimate(&Scene, pDevScene, pDevView);
    PostProcessImageTimer.AddDuration(TmrPostProcess.ElapsedTime());

    ToneMap(&Scene, pDevScene, pDevView);

    CCudaTimer TmrDenoise;
    Denoise(&Scene, pDevScene, pDevView);
    DenoiseImageTimer.AddDuration(TmrDenoise.ElapsedTime());


    HandleCudaError(cudaFree(pDevView),"Error freeing pDevView");
    HandleCudaError(cudaFree(pDevScene),"Error freeing pDevScene");

}

Original issue reported on code.google.com by [email protected] on 10 Aug 2012 at 1:07

Cannot compile the CUDA source

Compiler: VisualStudio2008
      OS: Win7 64-bit
    CUDA: 4 (latest release)
Gfx card: NVIDIA Quadro Fx 5800

Compilation of c++ sources is fine however, the cuda source compilation 
produces the following error

Utilities.cuh(47): Error: External calls are not supported (found non-inlined 
call to _ZN4Vec3IfEC2Ev)

Any ideas why this error may be raised? Looking at the description tells me 
that Vec3f is not defined in the source where it is used but I am not sure what 
to do with this. 

Original issue reported on code.google.com by [email protected] on 3 Nov 2011 at 9:06

invalid texture reference when cudaBindTextureToArray gTexDensity

What steps will reproduce the problem?
1. Compile
2. Choose Volume
3.

What is the expected output? What do you see instead?

in Core.cu:BindDensityBuffer
{...
HandleCudaError(cudaBindTextureToArray(gTexDensity, gpDensityArray, 
ChannelDesc));
}
invalid Texture error when binding to array

What version of the product are you using? On what operating system?
https://code.google.com/p/exposure-render.release110/

win7 prof32
gt8600m

Please provide any additional information below.

Binary installer works fine, I can manipulate the volume.



Original issue reported on code.google.com by [email protected] on 11 Apr 2012 at 6:05

Crashes upon opening

What steps will reproduce the problem?
1. Download ExposureRender-1.1.0-win32.exe
2. Run the program
3. Let it run exposure renderer (or run it by hand after)

What is the expected output? What do you see instead?
I see the GUI show up, then a dialog box that says "ExposureRender.exe has 
stopped working" with Debug and Close program as options.

What version of the product are you using? On what operating system?
Windows 7 64-bit professional.

Please provide any additional information below.
Sager laptop with two GeForce GTX 560M graphics cards installed.

Original issue reported on code.google.com by [email protected] on 5 Nov 2011 at 2:12

Needs Visual Studio 2010 Redistributable

After initial installation complains about missing MSVCP1000.dll

Downloaded and installed redistributable from:
http://www.microsoft.com/download/en/details.aspx?id=5555


Original issue reported on code.google.com by [email protected] on 18 Oct 2011 at 7:55

Invalid function and black render window on NVIDIA Geforce 8600M GT

What steps will reproduce the problem?
1. Installed ExposureRender 1.0 on Windows Vista N
2. Open any example data set (in this case bonsai_small.mhd)


What is the expected output? What do you see instead?
Black render window and the log window shows "invalid function"


What version of the product are you using? On what operating system?
Windows Vista N (x64)
Latest NVIDIA drivers (see attached system information txt file).


Please provide any additional information below.
See attached screenshot and txt file for more information.

Original issue reported on code.google.com by [email protected] on 18 Oct 2011 at 8:47

Attachments:

Program freezes after cuda runtime error

What steps will reproduce the problem?
1. Run Exposure Render executable 
2. Select a dataset (any volume out of the 6 in the welcome screen will do)
3. Program freezes. Last message in log widget is "The 'Single Scattering' 
kernel caused the following CUDA runtime error: unknown error."

What is the expected output? What do you see instead?

Expected: 3D Rendering of volume. 
Actual: Software freezes and has to be terminated.

What version of the product are you using? On what operating system?

- Exposure Renderer 1.1 installer package.
- Win 7 (x64), 4 GByte Ram
- NVIDIA Geforce GTX 570 (1.28 Gbyte GPU Mem)
- NVIDIA Driver 285.62



Original issue reported on code.google.com by [email protected] on 11 Nov 2011 at 5:47

Software crashes after launch

What steps will reproduce the problem?
1. Download the software
2. Start the software
3.

What is the expected output? What do you see instead?
Error massage: "ExposureRender.exe has stopped working" with Debug and Close 
program as option.

What version of the product are you using? On what operating system?
Wind 7 (64 bit), NAVIDA GeForce GTX 460, 4 GB RAM, Dual Quad Core processor 
(CPU: Core i7)

Please provide any additional information below.
Problemsignatur:
  Problemereignisname:    APPCRASH
  Anwendungsname:    ExposureRender.exe
  Anwendungsversion:    0.0.0.0
  Anwendungszeitstempel:    4e9ee385
  Fehlermodulname:    MSVCR100.dll
  Fehlermodulversion:    10.0.30319.460
  Fehlermodulzeitstempel:    4db13576
  Ausnahmecode:    40000015
  Ausnahmeoffset:    0008cb95
  Betriebsystemversion:    6.1.7601.2.1.0.768.3
  Gebietsschema-ID:    2055
  Zusatzinformation 1:    480e
  Zusatzinformation 2:    480e38db722a0f1a162770facb0a8923
  Zusatzinformation 3:    9d2b
  Zusatzinformation 4:    9d2b617f54c9eb049e783d610f0a73be

Original issue reported on code.google.com by [email protected] on 11 Jun 2012 at 6:19

Isotropic phase function

Hi, 
I hope I am not wrong but it seems to me that the solid angle of the sphere 
should be 4_PI.


Please let me know If I overlooked something elsewhere or if this is indeed a 
bug;


Shader:: CIsotropicPhase:: HOD CColorXyz F(const Vec3f& Wo, const Vec3f& Wi)
    {       
        return m_Kd * INV_PI_F; 
    }



Regards, Christoph

Original issue reported on code.google.com by [email protected] on 19 Jun 2012 at 1:28

Crashes upon attempting to load a volume

What steps will reproduce the problem?
1. Install ExposureRender to a (my) Windows7-64 SP1 machine
2. Run ExposureRender
3. Click on any dataset

Program then crashes.

Verified for the following systems (all Running Windows7-64 SP1)
Intel i7 950 with Nvidia GeForce GTS 450 using either
- Nvidia driver 8.17.12.5922 (from 2010)
- Nvidia driver 8.17.12.7533 (most recent, 2011)

Intel Core2 Duo 9300 with Nvidia Quadro FX 570M using
- Nvidia driver 8.16.11.8694 (from 2009)

At least one of the crashes seems to be related to Qt:
"QObject::setParent: Cannot set parent, new parent is in a different thread"
The other was 
"Unhandled exception at 0x6406addb in ExposureRender.exe: 0xC0000005: Access 
violation reading location 0xa7eaf1d1."

Original issue reported on code.google.com by [email protected] on 23 Sep 2011 at 11:23

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