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  deleted
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  replaced
  
    
    
|      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  |