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serhii-rieznik committed Feb 5, 2023
2 parents a6b48d3 + 5690e9a commit 8821d2b
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1 change: 1 addition & 0 deletions CMakeLists.txt
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Expand Up @@ -14,6 +14,7 @@ set(CMAKE_CXX_STANDARD 20)
set(CMAKE_CXX_STANDARD_REQUIRED ON)
set(CMAKE_CXX_EXTENSIONS OFF)
set(CMAKE_MODULE_PATH "${CMAKE_CURRENT_LIST_DIR}/cmake")
add_definitions(-D_CRT_SECURE_NO_WARNINGS)

set(root_folder ${CMAKE_CURRENT_LIST_DIR})

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6 changes: 4 additions & 2 deletions README.md
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Expand Up @@ -19,20 +19,21 @@ Physically-based GPU and CPU ray-tracer emerging on a surface.
- collimated area lights (lasers);
* Spectral representation of material's properties (colors, index of refractions, etc);
* Normal mapping;
* Subsurface scattering (Christensen and Burley)
* Thin-film rendering over most of materials (including conductor materials);
* Using OptiX for GPU ray-tracing;
* Most of the code is reused for CPU and GPU integrators;
* Atmosphere integrator;

#### Samples
Several renderings from the ray-tracer. Samples contains showcase for materials, volumetric data rendering, spectral rendering, participating media rendering and SDS (specular-diffuse-specular paths), which are usually tricky thing to render. As well as thin film rendering, collimated emitters, depth of field, and other effects.
Several renderings from the ray-tracer. Samples contains showcase for materials, volumetric data rendering, spectral rendering, participating media rendering, subsurface scattering and SDS (specular-diffuse-specular paths), which are usually tricky thing to render. As well as thin film rendering, collimated emitters, depth of field, and other effects.

More renderings could be found in my [Twitter](https://twitter.com/serhii_rieznik):

[![Bubbles in Cornell Box](./docs/preview/bubble.png)](./docs/images/bubble.png)[![Volumetric cloud](./docs/preview/volumetric-cloud.png)](./docs/images/volumetric-cloud.png)[![Room](./docs/preview/room.png)](./docs/images/room.png)
[![Refractions](./docs/preview/volumetric-refractions.png)](./docs/images/volumetric-refractions.png)[![Laser](./docs/preview/laser-2.png)](./docs/images/laser-2.png)[![Ring](./docs/preview/ring.png)](./docs/images/ring.png)
[![Soap Bubbles](./docs/preview/soapbubbles.png)](./docs/images/soapbubbles.png)[![Diamonds](./docs/preview/diamonds.png)](./docs/images/diamonds.png)[![SDS](./docs/preview/sds.png)](./docs/images/sds.png)
[![SDS](./docs/preview/spoons.png)](./docs/images/spoons.png)[![SDS](./docs/preview/sky.png)](./docs/images/sky.png)
[![SDS](./docs/preview/spoons.png)](./docs/images/spoons.png)[![subsurface](./docs/preview/subsurface.png)](./docs/images/subsurface.png)[![Sky](./docs/preview/sky.png)](./docs/images/sky.png)

#### Story behind this project

Expand All @@ -50,6 +51,7 @@ Order is a subject to change, but here are main things to do:
- [x] additional code for ray-tracing;
- [x] GPU path tracing;
- [x] VCM integrators (CPU and GPU);
- [x] Subsurface scattering;
- [ ] cross-platform, cross-API support;
... maintaining code, adding new features.

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28 changes: 28 additions & 0 deletions bin/assets/dragon/sss_dragon.json
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@@ -0,0 +1,28 @@
{
"geometry": "sss_dragon.obj",
"materials": "sss_dragon.obj.materials",
"camera": {
"viewport": [
1080,
1080
],
"origin": [
18.48695182800293,
18.065654754638672,
-14.235601425170898
],
"target": [
17.837646484375,
17.565496444702148,
-13.662675857543945
],
"up": [
-0.37503513693809509,
0.86593389511108398,
0.3309185802936554
],
"lens-radius": 0.0,
"focal-distance": 0.0,
"focal-length": 49.999992370605469
}
}
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