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https://github.com/Scriptwonder/Project3-CUDA-Path-Tracer
Features:
Shading Kernel with BSDF Evaluation
Perfect specular reflective (mirror)
specular refractive (Fresnel dielectric)
Path Continuation/Termination with Stream Compaction
Toggleable Sorting of ray Paths by material type
Toggleable first bounce intersection cache to be used by subsequent iterations
Refract using Schlick's approximation
Anti-aliasing rays with sub-pixel samples
Arbitrary GLTF Mesh Loading with AABB culling
Texture Mapping and Bump Mapping(with Procedural texture as a comparison)
Depth of field
Direct Lighting
Naive Post Processing
Feedback:
Too little time for too many things. With more time maybe I can do better jobs:)
Many problems and errors I encountered are hard to debug and frustrating(based on the nature of CUDA as nearly a black box)
most of the gltf files I found on the web are unusable, so I think we should strongly recommend using the assets in slides next year