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Project 3: Rony Edde #6

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CUDA path tracer
redde

  • Features
    • BSDF shading with diffuse, reflection and refractions.
    • Thrust stream compaction for eliminating unused rays.
    • Ray sorting by material id.
    • Caching rays on first bounce to avoid repetitive regeneration.
  • Additional features
    • Fresnel refraction using Shlick's 5th power implementation.
    • soft reflections and refractions.
    • Anti-aliasing using uniform spherical distribution to avoid polar distribution.
    • Obj file format loader with auto loading mtl material file support.
    • Depth of field using uniform spherical distribution and focal point jitter.
      Caching must be disabled for this to work (C).
    • Subsurface scattering by depth tracing and uniform scattering.

NOTE: CMakelists has been modified to include new libraries.

This was a fun project and very challenging due to time restrictions. It would have been nice to spend more time on this, especially for implementing additional features, however the time constraints were too limiting to leave room for scaleability. Updates to the original project code were a bit problematic for merging changes between the first release and the updates that were added later.

That aside, I had a lot of fun with this and it was a very good and inspiring project.
Thanks guys!

Cheers.

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