Commit Graph

9 Commits

Author SHA1 Message Date
e4c94d0c58 Optional use of SIMD intrinsics, via feature in cargo.
This is disabled by default right now, because it only builds on
nightly.
2016-07-16 19:58:39 -07:00
2e3851837d Implemented SAH splitting for the BVH. Also fixed crash bug.
The bug was in the previous commit, where I thought I was
preventing out-of-bounds access during traversal by limiting
the tree depth.  While the idea was correct, I forgot that the
traversal stack needs _2_ extra slots on top of the tree depth,
not just 1.  Fixed.
2016-07-16 03:21:57 -07:00
35ef58b09c Special case BVH building when we get too close to max depth.
This avoids exceeding max BVH depth even in pathological cases.
Still need improve non-worst case building, but this at least
prevents crashes in worst case.
2016-07-16 00:05:23 -07:00
5b461220a5 PsychoBlend now exports meshes as meshes, and Psychopath renders to PNGs. 2016-07-10 17:42:28 -07:00
5ec1f534cf Implemented bucketed rendering. 2016-06-05 01:27:55 -07:00
a681ba461e Implemented basic multi-threaded rendering.
It's a bit inefficient because a thread is spawned for each pixel.
Need to implement bucketing.
2016-06-03 21:03:04 -07:00
38d33ed144 More work on scene parsing.
Using Nom to help with parsing the contents of leaf nodes.
2016-03-10 23:58:19 -08:00
3f614f3728 Added command line parsing and PPM image writing.
Also the beginnings of a Ray struct.
2015-12-27 00:13:35 -08:00
aa6b72493b First commit.
WIP basic 3d math code.
2015-12-26 00:38:29 -08:00