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Merge branch 'next_release'
2 parents c355b8a + 15731c7 commit 5bdc462

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3 files changed

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CMakeLists.txt

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@@ -28,7 +28,7 @@ list(APPEND CMAKE_MODULE_PATH ${CMAKE_CURRENT_LIST_DIR}/cmake)
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## Establish project
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project(anari VERSION 0.9.0 LANGUAGES C CXX)
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project(anari VERSION 0.9.1 LANGUAGES C CXX)
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set(CMAKE_RUNTIME_OUTPUT_DIRECTORY ${PROJECT_BINARY_DIR})
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set(CMAKE_ARCHIVE_OUTPUT_DIRECTORY ${PROJECT_BINARY_DIR})

README.md

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@@ -134,9 +134,11 @@ independently from the SDK. (see below)
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Below is a list of available ANARI implemenations compatible with this SDK:
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- [AMD RadeonProRender](https://github.com/GPUOpen-LibrariesAndSDKs/RadeonProRenderANARI)
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- [Barney](https://github.com/ingowald/barney) (experimental MPI distributed renderer)
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- [Intel OSPRay](https://github.com/ospray/anari-ospray)
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- [NVIDIA USD](https://github.com/NVIDIA-Omniverse/AnariUsdDevice)
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- [NVIDIA VisRTX](https://github.com/NVIDIA/VisRTX)
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- [NVIDIA VisRTX + VisGL](https://github.com/NVIDIA/VisRTX)
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- [Visionaray](https://github.com/szellmann/anari-visionaray)
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If you implement a backend to the ANARI SDK, please open a PR to add it to this
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list!

src/helide/renderer/Renderer.cpp

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@@ -170,7 +170,7 @@ float4 Renderer::shadeRay(const float2 &screen,
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float3 color(0.f, 0.f, 0.f);
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float opacity = 0.f;
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float3 volumeColor = bgColor;
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float3 volumeColor = color;
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float volumeOpacity = 0.f;
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float3 geometryColor(0.f, 0.f, 0.f);
@@ -266,13 +266,13 @@ float4 Renderer::shadeRay(const float2 &screen,
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}
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geometryColor = linalg::min(geometryColor, float3(1.f));
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volumeColor = linalg::min(volumeColor, float3(1.f));
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accumulateValue(color, volumeColor * volumeOpacity, opacity);
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accumulateValue(opacity, volumeOpacity, opacity);
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color = linalg::min(volumeColor, float3(1.f));
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opacity = volumeOpacity;
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accumulateValue(color, geometryColor * geometryOpacity, opacity);
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accumulateValue(opacity, geometryOpacity, opacity);
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accumulateValue(color, bgColor * bgColorOpacity.w, opacity);
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accumulateValue(color, bgColor, opacity);
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accumulateValue(opacity, bgColorOpacity.w, opacity);
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return {color, opacity};

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