Project 4: Jonas Oppenheim#2
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Oct 22, 2021
* 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 * WIP on refraction * add bloopers * add glass material to cornell.txt * WIP on debugging refraction code * multiple improvements - always normalize ray direction before calculation - always use true_normal for reflection & diffusion * add specular blue to cornell.txt * add stochastic sampled anti-aliasing * add bloopers in anti-aliasing * fix ray refraction bug - bug due to some magic floating point number - thanks to https://piazza.com/class/kqefit06npb37y?cid=129 * remove one blooper * add reflection img; add simple README
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