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Nathan Vegdahl 18245b725c All final intersections are now done in world space.
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
example_scenes Implemented basic multi-threaded rendering. 2016-06-03 21:03:04 -07:00
src All final intersections are now done in world space. 2016-06-09 01:04:12 -07:00
.gitignore Added gitignore for test_renders directory. 2016-06-03 18:15:48 -07:00
Cargo.lock Implemented bucketed rendering. 2016-06-05 01:27:55 -07:00
Cargo.toml Implemented bucketed rendering. 2016-06-05 01:27:55 -07:00
todo.txt Implemented bucketed rendering. 2016-06-05 01:27:55 -07:00