equal
deleted
inserted
replaced
2 ==== |
2 ==== |
3 * bad sphere/box transmisivity |
3 * bad sphere/box transmisivity |
4 Inside-out transition is ignored as every second intersection is ignored to avoid duplicit |
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 |
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. |
6 should work as well and without side-effects. |
7 * bug in octree - black lines in center of image |
|
8 |
7 |
9 Future Plans |
8 Future Plans |
10 ============ |
9 ============ |
11 * changing main ray tracing algoritm to more flexible architecture with a Sampler object: |
10 * changing main ray tracing algoritm to more flexible architecture with a Sampler object: |
12 - update all demos for new Sampler/Camera architecture |
11 - enhance Sampler to support subsampling |
13 - enhance Sampler to support oversampling and subsampling as before |
|
14 - rewrite pthreads |
12 - rewrite pthreads |
15 * namespace |
13 * namespace |
16 * kd-tree: |
14 * kd-tree: |
17 - optimize structures |
15 - optimize structures |
18 - optimize construction: use box-shape intersection instead of bounding boxes of shapes |
16 - optimize construction: use box-shape intersection instead of bounding boxes of shapes |
22 * update Python binding: Camera, other new classes |
20 * update Python binding: Camera, other new classes |
23 * stochastic oversampling |
21 * stochastic oversampling |
24 * absorbtion of refracted rays in dense materials (can be computed using shape distance and some 'absorbance' constant) |
22 * absorbtion of refracted rays in dense materials (can be computed using shape distance and some 'absorbance' constant) |
25 * implement efficient AABB-ray intersection using Plucker coordinates |
23 * implement efficient AABB-ray intersection using Plucker coordinates |
26 * generalization: Camera "shader" (ray generator), surface shader and maybe light & background shaders |
24 * 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 |
27 |
30 |
28 New Classes? |
31 New Classes? |
29 ============ |
32 ============ |
30 |
33 |
31 shapes.h -- Triangle, Sphere |
34 shapes.h -- Triangle, Sphere |