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system_rtigo3_cornell_box.txt
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# This rtigo system option file handles multiple settings of the same option, the last one wins!
# Define the raytracer's rendering strategy
# 0 = Interactive Single-GPU, with or without OpenGL interop.
# Full frame accumulation in local memory, read to host buffer when needed.
# 1 = Interactive Multi-GPU Zero Copy, no OpenGL interop.
# Tiled rendering with tileSize blocks in a checkered pattern distributed to all enabled GPUs directly to pinned memory on the host.
# Works with any number of enabled devices.
# 2 = Interactive Multi-GPU Peer Access
# Tiled rendering with tileSize blocks in a checkered pattern evenly distributed to all enabled GPUs.
# The full image is allocated only on the first device, the peer devices directly render into the shared buffer.
# This is not going to work with more than one island in the active devices.
# 3 = Interactive Multi-GPU rendering into local GPU buffers of roughly 1/activeDevices size.
# Tiled rendering with tileSize blocks in a checkered pattern evenly distributed to all enabled GPUs.
# The full image is composited on the first device resp. the OpenGL interop device.
# The local data from other devices (not full resolution) is copied to that main device and composited by a native CUDA kernel.
strategy 0
# The devicesMask indicates which devices should be used in a 32-bit bitfield.
# The default is 255 which means 8 bits set so all boards in an RTX server.
# The application will only use the boards actually visible.
devicesMask 1
# Use different strategies to update the OpenGL display texture.
# The performance effect of interop 2 is only really visible interactive rendering (-m 0) and present 1.
# 0 = Use host buffers to transfer the result into the OpenGL display texture (slowest).
# 1 = Register the texture image with CUDA and copy into the array directly (fewest copies).
# 2 = Register the pixel buffer for direct rendering in single GPU or as staging buffer in multi-GPU (needs more memory than interop 1).
# Not available with multi-GPU zero copy strategy because the buffer resides in host memory then.
# For multi-GPU peer access the renderer cannot directly render with peer-to-peer into the OpenGL PBO and needs a separate shared buffer for rendering.
interop 1
# Controls if every rendered image or final tile should be displayed (1) or only once per second (0) to save PCI-E bandwidth.
# 0 = present only once per second (except for the first half second which accumulates)
# 1 = present every rendered image.
present 0
# Rendering resolution is independent of the the window client size.
# The display of the texture is centered in the client window.
# If the image fits, the surrounding is black.
# If it's shrunk to fit, the surrounding pixels are dark red.
resolution 512 512
# Multi-GPU strategies which use tile-based workload distribution can set the tile size here.
# Default is tileSize 8 8
# Values must be power-of-two and shouldn't be narrower than 8 or smaller than 32 pixels due to the warp size.
tileSize 16 16
# The integer samplesSqrt is the sqrt(samples per pixel). Default is 1.
# The camera samples are distributed with a fixed rotated grid.
# Final frame rendering algorithms need the samples per pixels anyway.
samplesSqrt 16
# Environment light
# 0 = black, no light.
# 1 = white, not importance sampled.
# 2 = spherical HDR environment map, importance sampled, uses the file specified by envMap
miss 0
# Spherical HDR environment map, only used with "miss 2".
# envMap "<filename>"
envMap "NV_Default_HDR_3000x1500.hdr"
# Spherical environment rotation around up-axis, only used with "miss 2"
# envRotation <float> in range [0.0f, 1.0f]
envRotation 0
# Area light configuration.
# 0 = No area light in the scene.
# 1 = 1x1 meter square light 1.95 meters above the scene to fit in a 2x2x2 box with floor at y = 0 (Cornell Box).
# 2 = 4x4 meter square light 4 meters above the scene.
light 1
# Path lengths minimum and maximum.
# Minimum path length before Russian Roulette kicks in.
# Maximum path length before termination.
# Maximum number of volume scattering events.
# Set min >= max to disable Russian Rouelette.
# pathLengths <int> <int> in range [0, 100]
pathLengths 2 5
# Scene dependent epsilon factor scaled by 1.0e-7.
# The renderer works in meters for the absorption, that means epsilonFactor 1000 is a scene epsilon of 1e-4 which is a thenth of a millimeter.
# Used for cheap self intersection avoidance by changing ray t_min (and t_max for visibility checks)
# epsilonFactor <float> in range [0.0f, 10000.0f] (because of the GUI).
epsilonFactor 500
# Time vizualization clock factor scaled by 1.0e-9.
# Means with 1000 all values >1.0 in the time view output (alpha channel) have taken a million clocks or more.
clockFactor 1000
# Lens shader callable program.
# 0 = pinhole
# 1 = full format fisheye
# 2 = spherical projection
lensShader 0
# Camera center of interest.
# Absolute x, y, z coordinates in scene units (meters)
center 0 1 0
# Camera orientation relative to center of interest and projection
# theta [-1.0f, 1.0f]
# phi [0.0f, 1.0f]
# yfov in degrees [1, 179]
# distance from center of interest [0.0f, inf] in meters
camera 0.75 0.5 45 4
# Path with an existing(!) folder and optional partial filename prefix which should receive the screenshots.
# If this is just a folder, end it with '/'
prefixScreenshot "./rtigo3"
# Tonemapper settings.
# Neutral tonemapper GUI settings showing the linear image:
# gamma 1
# whitePoint 1
# burnHighlights 1
# crushBlacks 0
# saturation 1
# brightness 1
# Standard tonemapper settings:
gamma 2.2
colorBalance 1 1 1
whitePoint 1
burnHighlights 0.8
crushBlacks 0.2
saturation 1.2
brightness 0.8