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Project3 : Ling Xie #32
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…r by copying the functino
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…aaaaaaa, next goes for relative position
* fix a bug related to triangle, still bugs to fixed * tmporarily fix gltf triangle pos changed * fix the bbox again * add intersection struct * SL for texture struct, * SL for adding textures, add loading function of texture * load gltf finally succss, after almost 1.5 years * update readme
* fix a bug related to triangle, still bugs to fixed * SL for MIS * SL for structure changes for MIS * SL for mis, split computeIntersection function * SL for adding MIS, sample bsdf, * add pos to intersection, SL for mis * SL for sample bsdf, sometimes exit before iterations complete, refractions currently not working * fix the reflect and refract issue. Estimate direct return zero * testing the MIS, not response * debugging mis, fixing some bugs related to input * fix the not intersection problem. Current bug: if only direct lighting scene will be lit much(without indirect light lower the throughput) * SL for MIS and microface distribution * SL for microface, it's totally black * find the we need to sample on the local space(because that's more convenient) * addfix microface bug, reformat, update readme * fix readme
* fix a bug related to triangle, still bugs to fixed * SL for MIS * SL for structure changes for MIS * SL for mis, split computeIntersection function * SL for adding MIS, sample bsdf, * add pos to intersection, SL for mis * SL for sample bsdf, sometimes exit before iterations complete, refractions currently not working * fix the reflect and refract issue. Estimate direct return zero * testing the MIS, not response * debugging mis, fixing some bugs related to input * fix the not intersection problem. Current bug: if only direct lighting scene will be lit much(without indirect light lower the throughput) * SL for MIS and microface distribution * SL for microface, it's totally black * find the we need to sample on the local space(because that's more convenient) * addfix microface bug, reformat, update readme * fix readme * SL for BVH, change the geom struct * SL for bvh structure * SL for bvh creatiing, can compile * SL for BVH next SAH implicit bbox * SL for scene intersection, scene/bvh struct * merge vertex into shaderintersection * SL for BVH construct * add aabb function for cube, sphere, triangle * illegal memory access when iterate the bvh * intersect not right * fix something related to bvh intersection. Want to change the intersection signature * change intersect signature, currently will produce infinte pdf * fix half way, aabb intersect has problem * SL for debugging bvh * fix the transform bug * change aabb intersection to fix model triangle not intersect * add support for direct light * update cache first bounce new API * store tmp scene files * update readme
* fix a bug related to triangle, still bugs to fixed * fix merge bug * add another implementation * add a plane shape * fix some ray plane intersection bug * update readme * modify scene
* fix a bug related to triangle, still bugs to fixed * SL for specular light fixing, env light loading * add only naive indirect light for env map * SL for env map sampler * SL, temporarily fix invalid memory in gpu(access env light mat with non exist idx) * SL for debugging cuda memory error... * SL for envmap, fix the error: cannot set while device is active in this process * add workable env map, not fully tested
* fix a bug related to triangle, still bugs to fixed * add normal map * Format
* fix a bug related to triangle, still bugs to fixed * SL for disney diffuse bsdf, solving circular dependency * add forceinline to solve repetive definition * dubugging diffuse and sheen, looking weired * add diffuse evaluation, next to implement specular/metal * spec has a lot of NaN * fix sample bsdf weight bug * SL for trammitive model, no tranmission effect, got some bugs in direct light sampling * SL for specular transmission, in process of debugging * SL for fixing direct lighting * fix BVH geom idx, now we have right ligh idx in direct light * SL for clearcoat * SL for clearcoat, not tested. Found HBVH will fail to find env map * fix bvh env map idx * SL for testing disney, aniso seems not as expected * fixing some fireflies related to clearcoat * fix a little on the fireflies caused by the environment map(used some MIS from previous bsdf_pdf * fix more env map fireflies * SL for debugging * SL for adding rough metal texture, want to sample texture at the same place * SL updating stb_image, adding RoughMetal tex, testing * fix direct light material sample * add clearcoatGloss test. Tranmittive will bring noise when combined * add sheen, tint , subsurface test * reformat * SL for a liitle fix on disney * some modifications and updates on the brdf. Most about Split the dieletric outside the refraction * format * SL
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Speed Optimization