MIT license for sources
update README, DEVNOTES and TODO
Bugs==== * bad sphere/box transmisivity Inside-out transition is ignored as every second intersection is ignored to avoid duplicit intersect points. This solution should be replaced by moving ray origin a little forward, which should work as well and without side-effects.Future Plans============ * namespace * kd-tree: - optimize structures - optimize construction: use box-shape intersection instead of bounding boxes of shapes - optimize traversal -- no std::vector - save/load * textures (3D procedural, pixmaps) * update Python binding: Camera, other new classes * stochastic oversampling * absorbtion of refracted rays in dense materials (can be computed using shape distance and some 'absorbance' constant) * implement efficient AABB-ray intersection using Plucker coordinates * generalization: Camera "shader" (ray generator), surface shader and maybe light & background shadersNew Classes?============shapes.h -- Triangle, Spherescene.h -- Ray, Light, Camera, Scenematerial.h -- Material, Texturereader.h -- Reader, WavefrontReaderwf = new WavefrontReader()wf.setContainer(top)wf.setTransform(monkey_pos_matrix)wf.read("monkey.obj")// more transform&readsdestroy wfScene scene -- container with shapes, a camera and lightsscene = new Scene()scene.setCamera(new Camera(eye, u, v, p))scene.addLight(new PointLight(pos, color))rt.setScene(scene)rt.render(w,h)constructors have zero or one parameter by default -- the object to copy data frommore parameters -- the data (ray origin and direction)