Skip to content

Commit f567d0c

Browse files
committed
fix build issue
1 parent a57b32a commit f567d0c

File tree

5 files changed

+16
-9
lines changed

5 files changed

+16
-9
lines changed

README.md

Lines changed: 14 additions & 5 deletions
Original file line numberDiff line numberDiff line change
@@ -18,7 +18,7 @@ This is our third project of CIS 565 Fall 2022. In this project, we implemented
1818

1919
![](./img/photo_realistic.jpg)
2020

21-
<p align="center">"Photoly" realistic!</p>
21+
<p align="center">A virtual camera is capturing another virtual camera</p>
2222

2323
| Scene Specs | [[./scenes/pbr_texture.txt]](./scenes/pbr_texture.txt) |
2424
| ----------------------- | ------------------------------------------------------ |
@@ -27,13 +27,22 @@ This is our third project of CIS 565 Fall 2022. In this project, we implemented
2727
| Render Time | < 7 minutes (> 7.5 frames per second) |
2828
| Million Rays Per Second | > 32.4 |
2929
| Triangle Count | 25637 |
30-
| Lighting | HDR Environment Map |
3130

31+
![](./img/sponza_pano.jpg)
3232

33+
<p align="center">Twisted Sponza rendered with panorama camera</p>
34+
35+
| Scene Specs | |
36+
| ----------------------- | ----------- |
37+
| Resolution | 2400 x 1200 |
38+
| Samples Per Pixel | 8000 |
39+
| Render Time | 38 minutes |
40+
| Million Rays Per Second | 10 |
41+
| Triangle Count | 262193 |
3342

3443
![](./img/aperture_custom.jpg)
3544

36-
<p align="center">Star-shaped bokehs</p>
45+
<p align="center">Lens effect: star-shaped bokehs</p>
3746

3847

3948

@@ -112,7 +121,7 @@ Implementing gamma correction is very trivial. But it is necessary if we want ou
112121

113122
#### Fast Intersection: Stackless SAH-Based Bounding Volume Hierarchy
114123

115-
Ray-scene intersection is probably the best time consuming part of
124+
Ray-scene intersection is probably the best time consuming part of of ray tracing process. In a naive method we try to intersect every ray with every object in the scene, which is
116125

117126
I did two levels of optimization.
118127

@@ -144,7 +153,7 @@ In general, it's a tradeoff between thread concurrency and time spent accessing
144153

145154
There is a paper stressing this point, from which I also got the idea to additionally implement a single kernel tracer
146155

147-
- [[Progressive Light Transport Simulation on the GPU: Survey and Improvements]](https://cgg.mff.cuni.cz/~jaroslav/papers/2014-gpult/2014-gpult-paper.pdf)
156+
- [*Progressive Light Transport Simulation on the GPU: Survey and Improvements*](https://cgg.mff.cuni.cz/~jaroslav/papers/2014-gpult/2014-gpult-paper.pdf)
148157

149158

150159

img/sponza_pano.jpg

1.08 MB
Loading

src/common.h

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -33,4 +33,4 @@ struct Settings {
3333

3434
struct State {
3535
static bool camChanged;
36-
};
36+
};

src/pathtrace.cu

Lines changed: 0 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -597,8 +597,6 @@ struct RemoveInvalidPaths {
597597
}
598598
};
599599

600-
static
601-
602600
void pathTrace(uchar4* pbo, int frame, int iter) {
603601
const Camera& cam = hstScene->camera;
604602
const int pixelCount = cam.resolution.x * cam.resolution.y;

src/preview.cpp

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -267,7 +267,7 @@ void RenderImGui() {
267267
State::camChanged = true;
268268
}
269269

270-
if (ImGui::DragFloat("Apature", &cam.lensRadius, .01f, 0.f, 3.f)) {
270+
if (ImGui::DragFloat("Aperture", &cam.lensRadius, .01f, 0.f, 3.f)) {
271271
State::camChanged = true;
272272
}
273273
if (ImGui::DragFloat("Focal", &cam.focalDist, .1f, 0.f, FLT_MAX, "%.1f m")) {

0 commit comments

Comments
 (0)