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I Use This!
Inactive

Commits : Listings

Analyzed about 19 hours ago. based on code collected 1 day ago.
Apr 15, 2023 — Apr 15, 2024
Commit Message Contributor Files Modified Lines Added Lines Removed Code Location Date
Added mesh support, prelim KD-tree code from cukd, bin folder containing some demo exes More... almost 12 years ago
Subtle specular reflections on light blue spheres. More... almost 12 years ago
Faster scene; better for demoing. More... almost 12 years ago
Depth of field! And general camera system improvments. More... almost 12 years ago
Removing those two files from Solution as well. More... almost 12 years ago
Removing two files I didn't mean to add. More... almost 12 years ago
Big update: subsurface scattering and absorption! (Plus camera altitude control and other minor changes.) More... almost 12 years ago
Removed sphere lights to make scene converge dramatically faster. Also improved sky. More... almost 12 years ago
Transmission! More... about 12 years ago
Now terminating zero-weight rays. Plus new performance metrics. More... about 12 years ago
Made ground visible from below, and made it diffusely transparent from below, so you can see where you are and what's above! More... about 12 years ago
Modified ViewCamera. Stays upright. Independent yaw, pitch, and radius variables. Limited pitch so you can't go upside-down. Radius changes relative to current radius. Ability to orbit horizontally and vertically at once. More... about 12 years ago
Made it so the image only resets when the view actually changes, not just when any mouse event happens. More... about 12 years ago
Fixed memory leak. More... about 12 years ago
Made deleteImage function safer. More... about 12 years ago
Refactored camera code so that all camera stuff is set in display.cpp and render resolution depends on window height/width More... about 12 years ago
Spherical camera More... about 12 years ago
Now with 100% more antialiasing! More... about 12 years ago
More specular reflection stuff. More... about 12 years ago
Testing specular reflection and Fresnel stuff. Code is quick and messy though, so I put it in a branch. More... about 12 years ago
It works! More... about 12 years ago
One problem fixed. More... about 12 years ago
Finding closest sphere intersection, computing new ray direction, updating accumulated color, updating accumulated absorption. Repeating until maximum ray depth is reached. Something is happening now but something is not right. Sphere is only intersected on first pass, and it's intersected at every pixel. More... about 12 years ago
Image accumulation changes. Image now converges to correct solution over time. More... about 12 years ago
Added experimental sphere intersection test function to path_tracer_kernel.cu More... about 12 years ago
Added iteration counter to GL view, counter is in display() in display.cpp More... about 12 years ago
Accumulate passes into a result that (hopefully) converges More... about 12 years ago
Fixed stuff that I broke with the last commit. Oops More... about 12 years ago
Removed a comment, in the last commit I meant raycast_from_camera_kernel, not set_up_random_number_generator_kernel. Oops. More... about 12 years ago
Added camera struct and set_up_random_number_generator_kernel, which ray casts from the camera More... about 12 years ago