diff --git a/README.md b/README.md index b0189d0..79cdde2 100644 --- a/README.md +++ b/README.md @@ -1,11 +1,21 @@ -**University of Pennsylvania, CIS 565: GPU Programming and Architecture, -Project 5 - DirectX Procedural Raytracing** +Davis Polito +* [https://github.com/davispolito/Project0-Getting-Started/blob/master]() +* Tested on: +Windows 10, i7-8750H @ 2.20GHz 16GB, GTX 1060 -* (TODO) YOUR NAME HERE - * (TODO) [LinkedIn](), [personal website](), [twitter](), etc. -* Tested on: (TODO) Windows 22, i7-2222 @ 2.22GHz 22GB, GTX 222 222MB (Moore 2222 Lab) +## Conceptual Questions + 1. How would you convert pixels into rays? + We need to first transfer from the 4x4 *view matrix* to the *image plane matrix* by multiplying by the *camera projection matrix* and normalized via persepctive divide. This takes us to screen space by discarding the z component. From here we normalize to our specific screen. We then floor the screen space to pixel space assuming we know pixel width. Assuming Z = x we can invert all these matrices including the perspective divide stage. This is how we get the final ray equation. + 2. How would one render procedural geometry? + We simply turn its geometric function into an intersection function such that when the ray enters the object the function returns in an explicitly defined way. If the *(x,y,z)* of the ray solves the equation the point is rendered and the ray casted against its normal. + + 3. Draw the Accelleration structures for this scene. -### (TODO: Your README) + TOP LEVEL + Instance | Instance | Instanceo -Include screenshots, analysis, etc. (Remember, this is public, so don't put -anything here that you don't want to share with the world.) +GEOM - MODEL - AABB +*BLAS* *BLAS* *BLAS* +Plane Var -> Plane 1 Person T - > model 1, t Spheres -> [] instacnes +Plane var -> Plane 2 Person laying -> model 1 Boxes -> [] instances +Plane var -> Plane 3