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dominikkau
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  • Repo Link
  • Core Features:
    • Ideal diffuse shader
    • Ideal and roughness specular shader
    • Toggable tream compaction using thrust
    • Toggable material sorting
    • Toggable anti-aliasing
  • Additional Features:
    • 4️⃣ gltf arbitrary mesh loading with bounding box culling
    • 2️⃣ Refraction shader
    • 2️⃣ Toggable depth-of-field
    • ❔ Texture mapping (only base-color texture implemented, but combined with arbitrary mesh loading)
    • ❔ Stratified sampling for initial ray casting, but not entirely sure if that is what was meant here
  • Fancy README
  • Feedback: Very steep learning curve even though I had some previous knowledge of ray tracing. Getting to understand the existing code base was time intensive and sometimes puzzling. One of reasons I ran out of time during the semester. Overall, I had a ton of fun implementing these features though and I would have loved to implement a BVH and proper arbitrary texture mapping too, but there was simply no time left... Maybe I'll have time in the future to extend this project.

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