Commit Graph

30 Commits

Author SHA1 Message Date
53d0760fc4 Fixed a minor issue 2020-03-13 16:24:39 +05:30
718c9688a8 Added Readme, Minor corrections else where 2020-03-13 00:20:48 +05:30
0da70546cd Added Defocus Blur and Final Scene, Some refactors
1. Added Defocus Blur Scene and the Final Scene
2. Refactored how the fields from `Chunk` were referenced
in `render_chunk` methods
3. Fixed a issue in camera where it remained out of focus regardless of
   focus distance value
4. Fixed a issue in random_in_unit_disc where it kept generating
random nums in a weird space than a disc
2020-03-12 21:17:39 +05:30
f75d0d2b7d Refactored to improve some performance.
1. Removed duplication to increase performance a little bit
2. Fixed some minor rendering related issues
3. Added a Defocus Blur Demo
2020-03-11 16:09:39 +05:30
52c6c76c0d Added a positionable camera system, Minor fixes
1. Added a positionable camera system.
2. Changed some demo names
2020-03-10 23:40:30 +05:30
75e866a1a0 log time taken to render a scene 2020-03-08 22:02:03 +05:30
95eebf21b4 Added Dielectrics, Implemented Neg for Vec3 2020-03-08 21:39:06 +05:30
232d3350a2 Fixed minor issues in the parallized version of render loop 2020-02-28 22:15:33 +05:30
df6d27d5c8 Completed a basic parallel renderer. Fixed warnings 2020-02-16 20:47:43 +05:30
c52d148451 Working on chunk based rendering system 2020-02-16 20:10:56 +05:30
cae95b0bf0 Added chunk based rendering system for all the demos 2020-02-16 17:49:42 +05:30
fbf41fae22 Attempting to render image in chunks 2020-02-15 23:58:23 +05:30
edb0b64282 Added Materials, Lambertian and Metal along with Materials Demo
1. Added Materials Demo and Lambertian/Metal Materials.
2. Added a Multiplication implementation for Vec3 * Vec3
2020-02-13 23:59:03 +05:30
d4bee42b78 Restructuring project 2020-02-13 20:23:22 +05:30
d903b4a57c Added Diffuse material image and bug fixes.
1. Added Diffuse Materials image.
2. Using f32 everywhere was causing slight artifacts in images so
   replaced all use of f32 with f64
3. Fixed a implementation bug in DivAssign on Vec3
2020-02-13 20:19:13 +05:30
30c8b6054f Added upto hit table based sphere, Working on anti-aliasing module 2020-02-13 16:12:52 +05:30
c4fd7ab209 Re-added demos upto surface normal sphere 2020-02-12 22:10:23 +05:30
693965b452 Resuming project, Committing all old code 2020-02-09 22:00:51 +05:30
0634ac5be5 Removed println statment 2019-06-25 23:30:40 +05:30
cce1977603 working on hitable based implementation
1. Reversed order in which images are rendered
2. Removed unused imports.
3. Added Hitable based Surface Normal Sphere.
2019-06-25 23:14:37 +05:30
c53beb8cc1 Refactoring, Completed Simple Sphere and Surface Normal Sphere 2019-06-24 22:10:45 +05:30
b368aad313 Replaced RGB888 with BGR888 since in sdl2-rs they seem to be having a reversed effect 2019-03-08 22:59:21 +05:30
7cba8998c5 Refactored codebase, Added sdl2 along with some shortcuts to switch between different renders and save them on disk in ppm format 2019-03-07 06:03:46 +05:30
21b7439098 Added sdl2. Changed buffer type from String to Vec<u8> and refactored demo.rs 2019-03-05 23:10:46 +05:30
a1f040d307 Ria-weekend: Added sphere demo 2019-01-24 03:43:54 +05:30
a69da66caa Refactored everything again 2019-01-23 03:32:06 +05:30
6b89d4b046 Added some comments, Refactored a bit 2019-01-23 03:00:41 +05:30
8823d685ba RiA-weekend work
1. Refactored vec3.
2. Completed ray_demo from chapter 3.
2019-01-23 01:01:39 +05:30
89a179dc18 Restructuring project 2019-01-22 22:39:51 +05:30
4ec798cfec Working on RiA-weekend 2019-01-22 22:37:51 +05:30