- the core engine (done)
- deffered rasterizing (aka the part that makes it hybrid, and not entirely path tracing) (done)
- The tracing function (done)
- github page? (done)
- Spatial split BVH (similar aproach to the production-ready cycles renderer)
- Woop ray/triangle intersection
- Some basic hand optimization (hand-written kernels etc)
- logo (I know I have great priorities)
- everything else (who cares)
- potential integration with blender? (no lol)
- Ridiciously fast path tracing (hopefully)
- Spatiotemporal filtering (simple to start but I have a paper somewhere, really needed since I have a budget of 1 sample per pixel)
- Non-path traced giant data sets (essentially designed for smaller entities that are going to be instanced, like grass for instance)
- Dynamic sky with volumetric clouds (ported over from fEngine)
- Fast & simple volumetric lighting (helps with realism) (does not utilize path tracing)
- Physically based rendering (would be a shame if I didn't use it with pathtracing lol)
- https://www.nvidia.com/object/nvidia_research_pub_012.html
- http://www.sven-woop.de/papers/2004-GH-SaarCOR.pdf
(simplified aproach because every triangle consists of the verticies (0,0,0) (1,0,0) and (0,1,0) while the ray is transformed to unit triangle space)
- http://blog.hvidtfeldts.net/index.php/2012/10/image-based-lighting/
fantastic tutorial about equirectangular maps (i;e most hdrs)
* 30 samples per pixel at 720p, 150k tris. (1 sample per pixel)