TODO
branchpyrit
changeset 57 1e92c21b9a61
parent 49 558fde7da82a
child 72 7c3f38dff082
equal deleted inserted replaced
56:d4481fc43952 57:1e92c21b9a61
     1 Bugs
     1 Bugs
     2 ====
     2 ====
     3  * bad sphere/box transmisivity
     3  * (none known)
     4    Inside-out transition is ignored as every second intersection is ignored to avoid duplicit
       
     5    intersect points. This solution should be replaced by moving ray origin a little forward, which
       
     6    should work as well and without side-effects.
       
     7 
     4 
     8 Future Plans
     5 Future Plans
     9 ============
     6 ============
    10  * changing main ray tracing algoritm to more flexible architecture with a Sampler object:
     7  * changing main ray tracing algoritm to more flexible architecture with a Sampler object:
    11   - enhance Sampler to support subsampling
     8   - enhance Sampler to support subsampling
    12   - rewrite pthreads
       
    13  * namespace
     9  * namespace
    14  * kd-tree:
    10  * kd-tree:
    15    - optimize structures
    11    - optimize structures
    16    - optimize construction: use box-shape intersection instead of bounding boxes of shapes
    12    - optimize construction: use box-shape intersection instead of bounding boxes of shapes
    17    - optimize traversal -- no std::vector
    13    - optimize traversal -- no std::vector
    20  * update Python binding: Camera, other new classes
    16  * update Python binding: Camera, other new classes
    21  * stochastic oversampling
    17  * stochastic oversampling
    22  * absorbtion of refracted rays in dense materials (can be computed using shape distance and some 'absorbance' constant)
    18  * absorbtion of refracted rays in dense materials (can be computed using shape distance and some 'absorbance' constant)
    23  * implement efficient AABB-ray intersection using Plucker coordinates
    19  * implement efficient AABB-ray intersection using Plucker coordinates
    24  * generalization: Camera "shader" (ray generator), surface shader and maybe light & background shaders
    20  * generalization: Camera "shader" (ray generator), surface shader and maybe light & background shaders
    25 
       
    26 Performance Weak Points
       
    27 =======================
       
    28  * Raytracer::render -- allocating and deallocating every sample
       
    29 
    21 
    30 
    22 
    31 New Classes?
    23 New Classes?
    32 ============
    24 ============
    33 
    25