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fRenderer² is a hybrid path-tracer built for one purpose - highly realistic rendering in real time*

TODO:

-	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) 

Planned features

-	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) 

References:

-	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) 

This project is abandoned! Go check out https://github.com/UglySwedishFish/Rak instead, it is very similar to this project. (But also much more complicated)

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