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@danielzhong danielzhong commented Oct 7, 2023

Main code structure and functionality are done by 10/6/2023
Repo

Visual:

  • pbr diffuse, metal, glass(SchLick's approximation)
  • PBR depth of field(by jittering rays within an aperture)
  • load gltf mesh
  • procedure shape and textures
  • anti aliasing(random ray in 1 pixel)

Optimization:

  • Cache first ray
  • Sort Material
  • Compaction

Modified CMakeLists.txt:
src/gltfLoader.cpp and src/gltfLoader.h

  • Collect triangle lists from gltf file

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