Notes:
Changes: - Path tracing shader now has the option to branch which is set to true by default. - Photon tracers how permit branching as an option - Got the TranslucentBRDF and translucent materials to work - Minor shader optimizations - The spectral integrating rasterizer now has an option to determine how many wavelengths it integrates over - Added caustic photon mapping lookups for the spectral integrating shader - Added the Iridescent painter which interpolates between two other painters depending on the viewing angle - Added Irradiance caching - Added ability to load and save photon maps - Simplified parameters for photon tracing. All you specify is how many photons to capture - The amount of photons that can be captured from each light is now proportional to the power of the light - Path tracing shader and distribution shader use the caustic photon maps - Refined dielectrics and refractors to return multiple rays to account for Fresnel rather than rely on randomness - Fixed the photon mapping code (again) - Added a new RAW mesh format so that meshes from SunFlow scenes can be easily imported - The adaptive sampling rasterizer now uses the PixelBasedRasterizerHelper class - Abstracted the areas of the screen that are rendered and their order in the IRasterizeSequence interface. - Added a Win32 window rasterizer output which displays progess as we go along - Added Fisheye camera and Orthographic camera - Made DRISE compile after the last year of changes - Improved breakdown of predicted time and time for rasterization - Fixed flipped around changes from basis to canonical - Rasterizers get their resolution from the active camera - We now check to make sure that reflected rays can't go under the surface
Copyright © 2010 Geeknet, Inc. All rights reserved. Terms of Use