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Project 3: Zhihao Ruan #6
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- Ideal diffuse surface model for shading - Ray continuation with stream compaction - Thrust sort for memory coalescence
- perfect specular reflection - ideal diffuse shading - transition between half-reflection & half-diffuse
- avoid new ray colliding with the surface by increasing the floating point offset
* remove or move "using namespace std" into source * finished part of core features - Ideal diffuse surface model for shading - Ray continuation with stream compaction - Thrust sort for memory coalescence * add `static` qualifier to device arrays * increase hidpi scene resolution * add `depth` to RNG generator in `shadeMaterial` * add `const` qualifiers * move extract material IDs to `computeIntersections` * remove redundant `iterationComplete` variable * finish core shading features - perfect specular reflection - ideal diffuse shading - transition between half-reflection & half-diffuse * increase lighting effects * add Cornell variant -- multiple balls * fix floating point issue in `getPointOnRay` - avoid new ray colliding with the surface by increasing the floating point offset * decrease light intensity * move constants to static_config.h * fix incorrect light rendering & reflections * fix specular material color value in multiball scene * add caching first depth ray trace intersections * add sample img for core feature demo
- always normalize ray direction before calculation - always use true_normal for reflection & diffusion
- WIP on A-Trous denoiser debugging - add weights debugging visualization besides GBuffer - add interactive denoising from GUI
- switch to exactly following math equations in paper
Implements denoiser
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Repo link.
Highlights:
Finished path tracing core features:
Finished Advanced Features:
Used 1 late day.
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