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ToDoIst
Eric Nilsson edited this page Jan 7, 2014
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- Camera interaction using mouse input.
- Ray casting of sphere primitives.
- Ray casting of triangle primitives (already existant, how do we demonstrate?).
- Support single light source.
- Implement shadows.
- Support up to ten (or, you know, infinite) point lights.
- Support diffuse and specular lighting with light attenuation.
- Support multiple ray bounces.
- Normal mapping.
- Super sampling to hide aliasing artifacts.
- Scene interaction using GPGPU (picking, for example).
- Particle system with N-body interaction.
- Additional light source type (spotlight or directional light).
- Partition scene into spatial data structure that is traversed on the GPU.
- Multiple mesh objects.
- Multiple materials per object.
Compile article with a performance analysis studying how the following factors affect performance:
- Thread group size.
- Screen resolution.
- Trace depth.
- Number of light sources.
- Size of meshes. In addition to this the article shall explain each implementation step.
Add culling of rays where each thread group requiring another bounce is added to an append-/consume-buffer for additional computation.
Write an article. No specification available for this assignment.