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plans.txt
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pathtracer TODOs
- camera
- camera shutter shape
- camera movement for motion blur
- exposure time
- lenses
- UI
- build an UI where the user can do stuff
- settable sample count
- settable max bounce
- exportable image
- pause/unpause of rendering
- change cpu usage on the fly
- add timestamps to console output
- saving rendering status to continue later
- automatic snapshots every X minutes on long render jobs
- statistics
- rendertime
- time per sample
- number of threads
- cpu usage
- memory usage
- efficiency (rays vs dropped rays)
- switchable render mode
- raytracer
- path tracing
- direct light
- surface normals
- reflected normal
- depth
- catalogs
- materials
- shapes & models
- scenes
- command line tool (.scene in -> .png out)
- progress monitor for all time consuming tasks
- rendering
- import of model files
- BVH construction
- post processing
- color correction
- noise reduction
- tone mapping
- scene
- scene file format (so trees are saved and don't need to be build every time)
- live scene editing
- octree based voxel volume
- shape combinators (union, subtraction, intersection)
- portals (non-euclidian geometry)
- quake-style BSP with Potentially Visible Sets to optimize indoor scenes
- Reduce BVH overlap by referencing leafs twice if necessary
- https://graphics.cg.uni-saarland.de/fileadmin/cguds/papers/2009/stich_hpg2009/HPG2009_SBVH.pdf
- Improve the way the BVH Builder decides to make leaves by basing it on the cost of the new layer
- Interpolate triangle normals for smoother model surfaces
- maybe
- replace the concept of rgb-color with a more realistic one
- photon mapping
- selective splitting (find out where more rays are the most helpful)
- code
- Extract air scattering code
- Allow Jobs in the jobpool to park if no executable jobs are available
- figure out how to efficiently use Units of Measurement in the code
- get the usage of floats and doubles more consistend
- misc
- Better random sampler
- better ply importer
- improve lighting hint performance by checking hints less often
- use a BSP for local lighting hints
- use realistic values for brightness
- some way to remove the absolute paths to models and textures from the scenes
- find all shapes visible to each image chunk and only trace them for primary rays
- Do only a direct illumination pass for the first RT sample
- AABB Projectable implementation
- Triable Projectable implementation
- Fix corners of transparent AABBs
- create a light hint manager that calculates the importance of a hint for any place in the scene
- add support for participating media to bidirectional path tracer
- add back check for areas that don't change and stop rendering them
- done
- scene
- BVH acceleration structure
- ability to nest trees
- camera
- simple pinhole camera with infinitely small hole
- lens camera with focus depth and lens size
- sky function for rays that miss all geometry
- transformation (move, scale, rotate)
- lighting hint system for correctly weighted direct lighting
- basic importer for ply file format
- shapes
- Sphere
- Plane
- Triangle
- AABB
- normal map wrapper
- depth estimated shapes
- Sphere
- Mandelbulb
- UI
- live preview window of render progress
- movable and rotatable camera
- copy shortcut to get the currently rendered image
- materials
- all materials use the index of refraction to determine reflectiveness
- ior can be set for the red, green and blue spectrum independently
- pbr dielectric material
- diffuse + specular reflection
- pbr metal material
- metal reflection + specular reflection
- transparent material
- specular reflection + refraction + subsurface scattering
- participating media (fog material)
- render modes
- non-splitting path tracer
- splitting path tracer
- bidirectional path tracer
- post processing
- white balance
- bloom
- misc
- custom thread pool for more consistent performance
- mostly gamma correct color calculations