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Project 4: Zhihao Ruan #5
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Commits on Jan 16, 2021
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Commits on Sep 10, 2021
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Commits on Sep 18, 2021
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Commits on Sep 19, 2021
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Commits on Sep 21, 2021
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Merge pull request CIS565-Fall-2021#1 from CIS565-Fall-2021/update-in…
…structions-2021 Update instructions for Fall 2021
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Commits on Sep 24, 2021
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Zhihao Ruan committed
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add clang-format; fix project to compile on Linux
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Commits on Sep 25, 2021
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add "device_launch_parameters.h"
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remove or move "using namespace std" into source
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Commits on Sep 26, 2021
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finished part of core features
- Ideal diffuse surface model for shading - Ray continuation with stream compaction - Thrust sort for memory coalescence
Zhihao Ruan committedSep 26, 2021 Configuration menu - View commit details
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add
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qualifier to device arraysZhihao Ruan committedSep 26, 2021 Configuration menu - View commit details
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increase hidpi scene resolution
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add
depth
to RNG generator inshadeMaterial
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move extract material IDs to
computeIntersections
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remove redundant
iterationComplete
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- perfect specular reflection - ideal diffuse shading - transition between half-reflection & half-diffuse
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add Cornell variant -- multiple balls
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Commits on Sep 29, 2021
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fix floating point issue in
getPointOnRay
- avoid new ray colliding with the surface by increasing the floating point offset
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Commits on Sep 30, 2021
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move constants to static_config.h
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fix incorrect light rendering & reflections
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fix specular material color value in multiball scene
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add caching first depth ray trace intersections
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add sample img for core feature demo
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Finish core features (CIS565-Fall-2021#1)
* 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
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Commits on Oct 1, 2021
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Zhihao Ruan committed
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Commits on Oct 3, 2021
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Zhihao Ruan committed
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add glass material to cornell.txt
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WIP on debugging refraction code
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- always normalize ray direction before calculation - always use true_normal for reflection & diffusion
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add specular blue to cornell.txt
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Commits on Oct 4, 2021
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add stochastic sampled anti-aliasing
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- bug due to some magic floating point number - thanks to https://piazza.com/class/kqefit06npb37y?cid=129
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add reflection img; add simple README
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Finish Refraction Ray & Anti-Aliasing (CIS565-Fall-2021#2)
* 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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add camera depth-of-field properties
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increase emittance, add glass material, change ball texture
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Commits on Oct 5, 2021
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finished depth of field implementation
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by default, disable depth of field
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Merge pull request CIS565-Fall-2021#3 from shineyruan/dev
Finished Physically-based Depth of Field
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Commits on Oct 6, 2021
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remove glTF dependency; upgrade C++ host standard to 14
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add implementation for mesh loading; not tested
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add multiple sample obj meshes
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Commits on Oct 7, 2021
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add cube & dodecahedron from CIS 560 code base
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change get normal vector warning condition
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add tinyobj legacy data types in class to support legacy API
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Merge pull request CIS565-Fall-2021#4 from shineyruan/dev
Partially finished TinyObj Loader
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Commits on Oct 8, 2021
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Zhihao Ruan committed
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Merge pull request CIS565-Fall-2021#5 from shineyruan/dev
Update README for final code submission
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Commits on Oct 9, 2021
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update cornell multiple ball scene
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Commits on Oct 19, 2021
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Zhihao Ruan committed
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remove unused stream compaction folder
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added all imgui & GBuffer related components
- WIP on GBuffer display
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Commits on Oct 20, 2021
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add surface normal in GBuffer; display surface normal
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suppress glm warnings by --expt-relaxed-constexpr
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temporarily disable antialiasing
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add visualization for gBuffer position
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add denoising kernel & offset initialization
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Commits on Oct 21, 2021
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- WIP on A-Trous denoiser debugging - add weights debugging visualization besides GBuffer - add interactive denoising from GUI
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change dist calculation method
- switch to exactly following math equations in paper
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remove "show original image" checker box
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change variable names; enable denoised img saving
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Commits on Oct 22, 2021
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update default denoising params
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add denoising README introduction & highlights
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add Gaussian blur vs. edge avoiding, filter size
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add visual results vs. material type
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add visual results vs. lighting conditions
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add default cornell_ceiling_light scene
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