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Project 4: Jonas Oppenheim #2

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  • Implemented requirements

shineyruan added a commit to shineyruan/Project4-CUDA-Denoiser that referenced this pull request Oct 22, 2021
* remove or move "using namespace std" into source

* finished part of core features

- Ideal diffuse surface model for shading
- Ray continuation with stream compaction
- Thrust sort for memory coalescence

* add `static` qualifier to device arrays

* increase hidpi scene resolution

* add `depth` to RNG generator in `shadeMaterial`

* add `const` qualifiers

* move extract material IDs to `computeIntersections`

* remove redundant `iterationComplete` variable

* finish core shading features

- perfect specular reflection
- ideal diffuse shading
- transition between half-reflection & half-diffuse

* increase lighting effects

* add Cornell variant -- multiple balls

* fix floating point issue in `getPointOnRay`

- avoid new ray colliding with the surface by increasing the floating point offset

* decrease light intensity

* move constants to static_config.h

* fix incorrect light rendering & reflections

* fix specular material color value in multiball scene

* add caching first depth ray trace intersections

* add sample img for core feature demo

* WIP on refraction

* add bloopers

* add glass material to cornell.txt

* WIP on debugging refraction code

* multiple improvements

- always normalize ray direction before calculation
- always use true_normal for reflection & diffusion

* add specular blue to cornell.txt

* add stochastic sampled anti-aliasing

* add bloopers in anti-aliasing

* fix ray refraction bug

- bug due to some magic floating point number
- thanks to https://piazza.com/class/kqefit06npb37y?cid=129

* remove one blooper

* add reflection img; add simple README
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