Commit Graph

15 Commits

Author SHA1 Message Date
072d366892 Changed SurfaceLight API to return the sample point on the light.
More specifically: prior to this, SurfaceLights returned the
shadow ray direction vector to use.  That was fine, but it
kept the responsibility of generating proper offsets (to account
for floating point error) inside the lights.

Now the SurfaceLights return the world-space point on the light
to sample, along with its surface normal and error magnitude.
This allows the robust shadow ray generation code to be in one
place inside the renderer code.
2017-08-17 13:09:48 -07:00
462977bd4d WIP: multiple importance sampling.
Reorganized light and surface traits so that light sources are
surfaces as well, which will let them slide easily into
intersection tests with the rest of the scene geometry.
2017-08-16 18:17:50 -07:00
516803e78a Got basic material parsing and rendering working.
Currently only Lambert is supported.
2017-08-03 19:31:58 -07:00
0481d931b9 Surface closures and light sampling now take both shading and geometric normals.
This will allow them to appropriately handle weirdness that comes
from the shading normal and geometric normal being different.
2017-07-30 19:17:32 -07:00
c0a26819c6 Bunch of code quality improvements based on running clippy.
None of them change behavior, just make the code cleaner.
2017-07-22 17:21:11 -07:00
09daf617ef Implemented a non-SIMD BVH4. Perf appears to be identical to BVH. 2017-07-01 15:08:05 -07:00
f649bec585 Reformat code with rustfmt 0.9 2017-06-15 22:00:31 -07:00
922e33ec3f Reformat code with latest rustfmt and custom config. 2017-05-14 13:43:51 -07:00
c92a8c4da0 During BVH construction, merge BBox time samples based on a threshold.
If the average surface area of all the time samples is close enough
to the surface area of their union, just take the union and use that.
This both makes the BVH smaller in memory (time samples don't
propigate up the tree beyond their usefulness) and makes it
faster since traversal can avoid interpolating BBoxes when there's
only one BBox for a node.
2017-04-23 23:15:31 -07:00
573c5da5ab Got BVH4 working. Woo hoo! 2017-04-13 22:44:34 -07:00
d3b3a50a4d LightTree and Assemblies use MemArena now. 2017-04-10 00:03:49 -07:00
c82c821b31 BVH and objects now use MemArena. 2017-04-09 23:33:36 -07:00
e9e202933f Assembly type now partially uses MemArena. 2017-04-09 18:27:01 -07:00
4a86c4122a Laying some groundwork for a simple shading system. 2017-03-14 00:27:25 -07:00
f4445417dc Reorganizing the module tree.
Enough things had accumulated that it seemed to make sense to
group some stuff together.  So here it is.
2017-02-14 00:14:08 -08:00