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Project 3: Jackie Li #35
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sagescherrytree
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The basic diffuse shadeFakeMat version, that is.
Very slow.
…ion. Forgot to add (disk.y * disk.y) in squareToHemisphereCosine calculation, which resulted in incorrect throughput calculation and seeming reflection of red and green walls on sphere.
Transmissive still buggy, I suspect logic in scatterRay. Also switched scatterRay to __device__.
Still have glowy bug...
There seems to be an issue w/ how ray is being transformed into local space, but I cannot figure out what it is...
I am pretty certain it works...?
See bug details in README update.
Need to update transform.
Wahoo, Stanford Bunny, Phat Phuck (i.e. the Aeon of Voracity).
Added Triangle struct, aabb struct and intersection check.
But mapped wrong lol.
Flipped sign on UV calculation.
Stream compaction description.
Also added extra renders!
Minor fix in formatting.
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GPU Path Tracer
Core Features Completed
Extended Features Completed
Visual Improvements
Mesh Improvements
Performance Improvements
Other Features and Details
stb_image.h
stb_image_write.h
json.hpp
tiny_obj.h
cornell.json
cornell_glass_test.json
cornell_microfacet_test.json
cornell_multiple_glass.json
cornell_obj_anaxagoras_glass.json
cornell_obj_bnnuy.json
cornell_obj_castorice_glass.json
cornell_obj_phainon_glass.json
cornell_obj_phatphuck.json
cornell_obj_phatphuck_alt.json
cornell_obj_phatphuck_microfacet.json
cornell_obj_phatphuck_texture_test.json
cornell_obj_specular.json
cornell_obj_test.json
cornell_reflective_test.json
cornell_transmissive_test.json
🧩 README Completion Checklist
🕒 Late Days Used
🗒️ Project Feedback
I wish this project could last longer. I want to implement more features.