Because 3rd times the charm!!! Following PBR Book, 3rd edition
Output of the volume path tracing integrator rendering a heterogeneous medium shaped like a cloud devil, 64 samples per pixel
Output of the volume path tracing integrator rendering a heterogeneous medium shaped like a dust devil, 64 samples per pixel
Output of the volume path tracing integrator on a cornell-box-like input with a heterogeneous medium shaped like a Blender Monkey, 64 samples per pixel
Output of the volume path tracing integrator on a cornell-box-like input with a specular sphere that has a homogeneous medium inside it, 64 samples per pixel
Output of the path tracing integrator on a cornell-box-like input. 144 samples per pixel
Another output of the path tracing integrator on a cornell-box-like input with a glass sphere in the center. 144 samples per pixel
Output of the direct-lighting integrator on a cornell-box-like input. 144 samples per pixel
Output of the color integrator on the cornell-box-like input. 144 samples per pixel
Output of the normal renderer, which on intersection, converts the normal at intersection point to a color. 4 samples per pixel
- Added Basic Maths
- Added Vectors, Normals, Points, Bounding Boxes
- Added Interaction and Surface Interactions
- Added Shapes
- Added Sphere
- Added XML loading
- Add meshes
- Added BVH Acceleration Structure
- Added benchmark between brute force and BVH
- Added Triangle Meshes (including loading)
- Added a test scene of loading and rendering an image
- Added Camera Enum and Orthographic Camera
- Added Sampler Enum and Stratified Sampler
- Added Transform handling to scene
- Add Filters and Film
- Added scene loading to filters and films
- Added Lights and Point Lights
- Added Light loading to scene
- Integrators to come and Sampling
- Added integrators to scene loading and handling
- Calling Render just works
- Added saving to png/exr/ppm option (by inputting filename)
- Added Normal Integrator
- Scene handles primitives not shapes now
- Fixed a bug in computing bsdf at intersected
- Added Area Light and Diffuse Area Light
- Finish direct integrator
- Added Perfect Mirror material
- Added Checkerboard, UV, Constant, Scale Textures and added them to scene handling
- Added Path Tracing renderer
- Fixed a terrible bug in BxDF and BxDFt that swapped wo and wi
- Added a glass material
- Fixed the glass material
- Added Homogeneous Medium, and HG Phase function
- Added Volume Path Integrator
- Added BSSRDF and Tabulated BSSRDF (dont really use it rn tho)
- Added heterogeneous media
- Added VDB loading
- Added directional light
- Fixed heterogeneous volume (scales properly now)
- Add more lights, integrators, and so on...








