f927dd0d46
Silencing a bunch of compiler warnings.
2016-06-29 15:23:07 -07:00
fd195576d1
First renders with lighting. Yay!
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The lighting is super crappy, and pretty much hacked in. Will
need to redo this properly soon. However, this verifies that
certain other parts of the code are (mostly) working properly.
2016-06-27 23:16:39 -07:00
3b85b60a62
Implemented occlusion rays.
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This is prep for lighting support: occlusion rays are useful for
speedier shadow tests.
2016-06-27 21:01:18 -07:00
18245b725c
All final intersections are now done in world space.
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BVH traversal still happens in local space, but final actual
surface intersection calculations are done in world space by
transforming the triangle into world space. This is to improve
numerical consistency between intersections.
2016-06-09 01:04:12 -07:00
039943e0cb
Auto-formatting code with new version of rustfmt.
2016-06-02 22:43:35 -07:00
901fc88f63
Assemblies now use BVH accel and actually utilize instances.
2016-04-23 13:37:38 -07:00
25f8e0782a
Added Assembly and Scene types.
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This is in preparation for real scene data, as parsed from real
psy files. Exciting!
2016-03-08 21:57:51 -08:00
a569586455
Adjusted the API of the BVH builder.
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The bounder closure now returns slices of BBoxes instead of
filling in a given Vec.
2016-01-06 23:47:32 -08:00
655c16542d
Implemented basic deformation motion blur for triangles.
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Not 100% happy with the interface of the BVH building yet, and
there are still some missing features as well. But it's a start!
2016-01-05 07:44:37 -08:00
c1b063411f
First steps towards motion blur support.
2016-01-03 21:21:46 -08:00
907d15f643
Started creating an interface for surfaces.
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Testing it out by making a bogus TriangleMesh surface type.
2016-01-03 00:09:23 -08:00