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NASA JPL
- Los Angeles, Ca
- https://gkjohnson.github.io/
- @garrettkjohnson
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three-gpu-pathtracer Public
Path tracing renderer and utilities for three.js built on top of three-mesh-bvh.
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three-mesh-bvh Public
A BVH implementation to speed up raycasting and enable spatial queries against three.js meshes.
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three-bvh-csg Public
A flexible, memory compact, fast and dynamic CSG implementation on top of three-mesh-bvh
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closed-chain-ik-js Public
A generalized inverse kinematics solver that supports closed chains for parallel kinematics systems, dynamic reconfiguration, and arbitrary joint configuration based on damped least squares error m…
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urdf-loaders Public
URDF Loaders for Unity and THREE.js with example ATHLETE URDF Files open sourced from NASA JPL
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NASA-AMMOS/3DTilesRendererJS Public
Renderer for 3D Tiles in Javascript using three.js
3,072 contributions in the last year
Contribution activity
October 2022
Created 126 commits in 5 repositories
Created a pull request in gkjohnson/three-mesh-bvh that received 3 comments
Opened 11 other pull requests in 3 repositories
gkjohnson/three-gpu-pathtracer
8
merged
1
open
mrdoob/three.js
1
merged
gkjohnson/three-mesh-bvh
1
merged
Reviewed 4 pull requests in 3 repositories
mrdoob/three.js
2 pull requests
NASA-AMMOS/3DTilesRendererJS
1 pull request
gkjohnson/three-gpu-pathtracer
1 pull request
Created an issue in gkjohnson/three-gpu-pathtracer that received 2 comments
Address metalness brightness
Metalness gets too bright at 0.5
The combination of these two lines causes the specular to peak at mid metalness.
vec3 color = mix( surf.specular…
Opened 20 other issues in 3 repositories
gkjohnson/three-gpu-pathtracer
13
open
5
closed
- Add simple, < 200 LoC example page
- Demos don't work on ios
- Demos don't work on Android
- Investigate Looking Glass Display Rendering
- Respect material sidedness by default
- Track if a ray exited the backside of a surface for volume transmission instead of hitting a backside
- Add thin film transmission
- Gelatinous cube model is broken
- Add demo showing how to composite rasterized rendering and path tracing
- Add support for subsurface scattering
- Index material textures based on Texture.source
- Background alpha does not look correct when composited with a white background compared to rendered background
- Transparent background only renders correctly with "premulipliedAlpha = false" on the renderer
- Add option for specular rays to reflect the gradient background instead of the primary background (for first ray?)
- Fix diamond refraction
- Add a BRDF explorer
- Consolidate pdf and color functions into an "eval" function
- Only respect opacity when "transparent" is true



