TODO
branchpyrit
changeset 49 558fde7da82a
parent 46 6493fb65f0b1
child 57 1e92c21b9a61
equal deleted inserted replaced
48:a4913301c626 49:558fde7da82a
     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