1 Bugs |
1 Bugs |
2 ==== |
2 ==== |
3 * (none known) |
3 * Mingw + SSE does not work |
4 |
4 |
5 Future Plans |
5 Future Plans |
6 ============ |
6 ============ |
7 * Python binding for material.h classes |
7 * Python binding for material.h classes |
8 * Container should implement Shape interface to allow building hierarchies |
8 * Container should implement Shape interface to allow building hierarchies |
9 * Container should allow local space transformations |
9 * Container should allow local space transformations |
10 * generalization: Camera "shader" (ray generator), surface shader and maybe light & background shaders |
10 * generalization: Camera "shader" (ray generator), surface shader and maybe light & background shaders |
11 * put everything into a namespace |
11 * put everything into a namespace |
12 * stochastic oversampling |
12 * stochastic oversampling |
13 * absorbtion of refracted rays in dense materials (can be computed using shape distance and some 'absorbance' constant) |
13 * absorbtion of refracted rays in dense materials (can be computed using shape distance and some 'absorbance' constant) |
14 * implement efficient AABB-ray intersection using Plucker coordinates |
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15 |
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16 New Classes? |
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17 ============ |
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18 |
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19 scene.h -- Scene, ... |
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20 reader.h -- Reader, WavefrontReader |
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21 |
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22 wf = new WavefrontReader() |
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23 wf.setContainer(top) |
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24 wf.setTransform(monkey_pos_matrix) |
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25 wf.read("monkey.obj") |
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26 // more transform&reads |
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27 destroy wf |
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28 |
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29 Scene scene -- container with shapes, a camera and lights |
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30 scene = new Scene() |
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31 scene.setCamera(new Camera(eye, u, v, p)) |
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32 scene.addLight(new PointLight(pos, color)) |
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33 rt.setScene(scene) |
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34 rt.render(w,h) |
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