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Description
Summary
I am using a 2d texture to represent a rotationally symmetric 3d volume (really useful in the case of certain types of volume emitters, refer to #678) but I'm finding that it is not possible to obtain the maximum of a bitmap or checkerboard texture.
System configuration
System information:
OS: Windows-10
CPU: AMD64 Family 25 Model 33 Stepping 0, AuthenticAMD
GPU: NVIDIA GeForce RTX 3090
Python: 3.9.13 | packaged by conda-forge | (main, May 27 2022, 16:51:29) [MSC v.1929 64 bit (AMD64)]
NVidia driver: 531.68
CUDA: 11.7.99
LLVM: 15.-1.-1
Dr.Jit: 0.4.2
Mitsuba: 3.3.0
Is custom build? False
Compiled with: MSVC 19.34.31937.0
Variants:
scalar_rgb
scalar_mono
scalar_mono_double
scalar_mono_polarized
scalar_mono_polarized_double
scalar_rgb_double
scalar_rgb_polarized
scalar_rgb_polarized_double
scalar_spectral
scalar_spectral_double
scalar_spectral_polarized
scalar_spectral_polarized_double
llvm_mono
llvm_mono_double
llvm_mono_polarized
llvm_mono_polarized_double
llvm_rgb
llvm_rgb_double
llvm_rgb_polarized
llvm_rgb_polarized_double
llvm_spectral
llvm_spectral_double
llvm_spectral_polarized
llvm_spectral_polarized_double
llvm_ad_mono
llvm_ad_mono_double
llvm_ad_mono_polarized
llvm_ad_mono_polarized_double
llvm_ad_rgb
llvm_ad_rgb_double
llvm_ad_rgb_polarized
llvm_ad_rgb_polarized_double
llvm_ad_spectral
llvm_ad_spectral_double
llvm_ad_spectral_polarized
llvm_ad_spectral_polarized_double
cuda_mono
cuda_mono_double
cuda_mono_polarized
cuda_mono_polarized_double
cuda_rgb
cuda_rgb_double
cuda_rgb_polarized
cuda_rgb_polarized_double
cuda_spectral
cuda_spectral_double
cuda_spectral_polarized
cuda_spectral_polarized_double
cuda_ad_mono
cuda_ad_mono_double
cuda_ad_mono_polarized
cuda_ad_mono_polarized_double
cuda_ad_rgb
cuda_ad_rgb_double
cuda_ad_rgb_polarized
cuda_ad_rgb_polarized_double
cuda_ad_spectral
cuda_ad_spectral_double
cuda_ad_spectral_polarized
cuda_ad_spectral_polarized_double
Description
Bitmap and Checkerboard should have very simple implementations of the max method given that bitmap computes the mean (which can compute the max alongside it) and checkerboard has known components.
Happy to implement this and create a PR if there's no plans to do it. Will also see if it's straightforward to do for the mesh_attribute texture as well.
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