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todo-scratch-notes.txt
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GL_PIXEL_UNPACK_BUFFER_ARB
CUT_CHECK_ERROR = SDK_CHECK_ERROR_GL
cutilExit
bind / map texture
load triangles
fix xyz directions
get FPS
load obj normals
per vertex normals
barycentric interp
path trace
film memory
FIX NOW : BUG : ray intersection, distortion
do Karl's 2 buffers - DOES NOT WORK
spheres and cube
jitter within pixel - already did that
color bleeding
- there are depth 2 paths
- has not hit light before (at d=1)
- no depth 2 paths end at light
- fixed with rand index cycling
object picking / moving
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focal blur - seems to be more vertical
- when swap A and B result different
- same for PIX_JITTER
- seeing double vision instead of blur
- but only for diffuse bounces, blur seems fine for emissive objects
over time performance worsens
~9500 iterations, film dies, no more accum
stream compaction?
fix fresnel for cubes
- EPS problem?
- ray bounce double intersect? store prim/face ID?
normal un-transform incorrectly with non-uniform scaling?
exit / cleanup CUDA correctly?
optimize intersections
use tmin for intersection comparison
wave-front kernels
kd-tree: obj tree, scene tree
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bug: obj loader need endline at end of .obj file