Commit Graph

43 Commits

Author SHA1 Message Date
caed4c67de Do depth-first instead of breadth-first ray tracing.
This simplifies a lot of code, and will make experimenting with
other things a lot more straightforward.
2022-08-01 15:26:38 -07:00
d55ec9b025 Update psychopath code to work with RMath changes. 2022-07-17 17:24:58 -07:00
ea4ba81110 Use faster routines where precision isn't needed. 2022-07-16 01:09:33 -07:00
08e2e6eb06 Convert Psychopath over to use new RMath library. 2022-07-15 21:42:35 -07:00
e0ee0d6dff Change to using a dedicated affine transform type.
This lets certain operations, especially matrix inversion, be
quite a bit faster.  And we don't need anything beyond affine
transformations anyway.
2021-05-14 13:30:28 -07:00
022c913757 Split out memory arena into an external crate. 2019-12-27 10:43:03 +09:00
e23fe4bb36 Fix deprecation warnings from rustc. 2019-11-23 10:21:16 +09:00
e3179d5b2e Fix stupid bug with sphere lights introduced in the traversal rewrite. 2019-07-23 08:52:53 +09:00
b09f9684d1 Remove non-SIMD BVH4, and keep more bool calculations in SIMD format. 2019-06-29 07:22:22 +09:00
2fddcae0fd Reduced the size of a hot return value.
Gives a small performance boost.
2019-06-28 22:22:41 +09:00
5dd8eb919b Changed ray batch data access to be through methods.
This is (potentially) just temporary.  It's to make it a bit easier
to play with data layout to see how that affects performance.
2019-06-25 17:31:51 +09:00
630a79aca5 Initial implementation of ORST traversal.
This is a "just get it working" implementation.  Performance
optimizations still need to be done.
2019-06-23 18:40:52 +09:00
112f94c127 Implemented a "Micropolygon Batch" type.
This is in prep for a shade-before-hit architecture.  The type is
currently unused and untested.
architecture.
2018-12-28 13:40:36 -08:00
caa4ea3e44 Replaced SurfaceClosure trait with a SurfaceClosure enum.
Also moved surface closures to using Color internally for color
specification.
2018-12-27 22:57:44 -08:00
5add4cfdb1 Implementing Color as a simple enum rather than as a trait.
There's really no reason for it to be a Trait, and this will simplify
a lot of things down the road.
2018-12-27 16:09:03 -08:00
28a07de456 Improve module path usage and remove extern crate declarations where possible. 2018-12-16 13:02:49 -08:00
8deb1e87bb First step transitioning to Rust 2018. 2018-12-16 12:02:20 -08:00
c73db2edbe Fix/silence a bunch of clippy warnings in the main crate. 2018-12-15 23:26:12 -08:00
589a67caa4 Run latest rustfmt on code. No functional changes. 2018-12-08 13:23:44 -08:00
498c1ea8d9 Running latest rustfmt. No functional change. 2018-10-30 22:31:25 -07:00
c002514ddf Run latest rustfmt. No functional changes. 2018-08-09 00:43:21 -07:00
97d3304149 Run new rustfmt on codebase. 2018-03-04 13:00:55 -08:00
6ff226f4fa Whoops, nope. The last commit was a mistake.
It *seemed* to fix the problem I was running into, but it actually
made the SphereLight ray intersection code incorrect, and wa just
avoiding intersections that should have happened.

I should test better before committing. :-)
2017-10-25 07:09:16 -07:00
18024d43b9 Stupid bug in SphereLight ray intersection code.
The ray origin wasn't transformed into local space, resulting in
silly problems.
2017-10-25 06:59:35 -07:00
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
5a03a46ac7 Multiple importance sampling is now basically working.
Intersecting rectangular lights still isn't implemented, and there
are likely bugs in the MIS implementation, but it's more-or-less
working!
2017-08-16 20:04:06 -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
5c91aca002 WIP multiple importance sampling.
Added method for intersecting finite light sources, and implemented
the method for SphereLight.
2017-08-16 17:27:44 -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
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
c82c821b31 BVH and objects now use MemArena. 2017-04-09 23:33:36 -07:00
3cbb816d4b Added DistantDiskLight (a.k.a. sun light) parsing and data structures.
Also created a proper World struct in the process, to store all
infinite-extent type stuff.

Note that I goofed and did a new rustfmt pass but forgot to
commit before making these changes, so there's a lot of
formatting changes in this too.  *sigh*
2017-02-12 20:29:08 -08:00
c71b00ca31 LightTree now works with lights in hierarchical instancing. 2016-08-21 00:19:43 -07:00
97b5ef77f8 Code cosmetics: organize and alphabetize crate/mod/use statements. 2016-08-20 18:10:55 -07:00
3e7b142cd8 Implemented light tree sampling, for better sampling of many lights. 2016-07-31 11:14:33 -07:00
7ef5846c89 Got rid of indexing into Float4 and 3d vector elements.
This assures correct semantics for SIMD usage.
2016-07-30 19:36:54 -07:00
f927dd0d46 Silencing a bunch of compiler warnings. 2016-06-29 15:23:07 -07:00
fd195576d1 First renders with lighting. Yay!
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
6f6807009b Prepping for adding lighting.
The part of the renderer responsible for light transport has been
split out into a LightPath struct.  Also moving over to spectral
rendering, although it's a bit silly at the moment.
2016-06-26 23:08:24 -07:00
f7e57f2aee Scenes with lights now get parsed correctly. 2016-06-25 22:49:40 -07:00
c2d36e0d14 Beginnings of parsing sphere lights. 2016-06-23 20:46:57 -07:00
1cbf20e67f Beginnings of light sources. Yay! 2016-06-19 14:32:13 -07:00