This is going to be a short update, spent last week watch a lot of TI10. Drafting my Statement of Purpose has been eating up a lot of my time, and I’m nowhere near close to done. Hopefully I’ll get it done by the end of this week.
Rendering Triangles from obj files in my shader! This lets me load stuff from blender in my path tracer. Here are some renders of a human face and the blender monkey
Fixed an embarrassing bug related to Bounding Box Volume Hierarchy Trees. I wasn’t actually sorting the objects by the axis, so obviously my implementation was going to be much slower than without BVH Trees. I figured this when I wanted to actually see how my BVH was being divided, so I assigned a random color to entire sections of a BVH node. This is what I got:
The colors are all random! That’s not supposed to happen. Digging into the code, I realized that I was sorting the objects by an axis, but not really passing on the sorted objects to the children nodes. Fixing that resulted in this:
The renderer does feel faster now, but again I need to deep dive and do some benchmarking. And I need to write test cases!