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manta-ray's Introduction

Ange Yaghi

A.K.A AngeTheGreat

Hi there! You may know me from my YouTube channel AngeTheGreat or perhaps from somewhere else. I am primarily a C++ developer who likes graphics, high performance computing and anything low-level.

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manta-ray's Issues

Add support for single pixel debugging

Add a feature (for developers primarily, though it could potentially serve a function later for users) to run the program for a single pixel with minimal code changes.

Add support for ray batching

Ray batching is required for effective use of GPU resources. Especially for diffuse sampling, it's important that each emitter emit multiple rays (rather than one as per the current implementation) and that all of these are traced in parallel.

Batch Rays By Degree

Current Functionality

  • Ray paths are processed (for the most part) one at a time in a sequential pattern

Desired Functionality

  • Rays should be grouped by degree and then processed in batches
  • This will allow multiple rays to be processed simultaneously by the GPU

Fix Octree Robustness

  • Currently there are issues with octree building causing infinite loops
  • This is likely due to a robustness issue

Optimize Collision Engine

  • Collision engine is currently operating sub-optimally
  • Reduce 1 sample - 1 sample width teapot-lamp demo from 13.1499 s
  • General code cleanup

Add Support for Texture Mapping

Current Functionality

  • Only flat color materials are supported

Desired Functionality

  • Support for 2D texture mapping onto surfaces

Fix camera x-axis skew

  • Camera appears to be skewed along its horizontal axis
  • This should be corrected such that all rays come from the correct eye point

Add stack memory allocation

  • Create a stack memory allocation class
  • This will improve performance by avoiding dynamic allocation for each ray creation

Add Support For Raw File Type

  • Currently renders are outputted directly as bitmaps
  • This leaves no room for flexible editing of the brightness (exposure)
  • Ideally renders should be saved as raw double arrays which can then be post-processed into an image

Reduce Camera Ray Emitter Group Memory Usage

  • Currently a single ray emitter group creates all emitters before tracing occurs
  • This results in a large memory footprint
  • A possible solution is create separate emitter groups for each job

Add kd-tree

Benchmark:

Teapot Lamp Demo (100 samples): 50.1641 s
Complex Room Demo (18 samples): 78.7318 s

Add support for thick rays

Overview

  • Coarse collisions are generated using a bleed on the outer edges of polygons
  • A better approach would be to use a thick ray or an approximation thereof

Implement Spatial Partitioning Proof-of-Concept

Current State

  • Spatial partitioning is achieved only through separation into different objects

Desired State

  • Spatial partitioning is achieved through an octree or other explicit partitioning scheme

Update Testing Project

  • The testing project is currently out of date and not working
  • Changes need to be made to make it compatible with the current code

Memory usage tracking

  • Added memory usage tracking to stack allocator
  • Create abstraction for C++ new function

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