Thursday, September 27, 2012

Flat Shading

Progress so far:
  • Have grouped rays together and calling into cuda kernels for the rays array instead of by pixels. Have written code to handle both reflections as well as refractions. So each ray may generate 2 rays if it a transparent reflecting object. Currently I am organizing the threads by going to the CPU and going back to the GPU.
  • Have written code for light feelers which gives out flat shading for the objects in the scene. Below is the image for the same scene as previously shown, with flat shading enabled.


Next Steps:
  • Diffuse shading
  • Specular shading
  • Reflection
  • Refraction
  • Handle just pure reflection or pure refraction directly on the GPU without going back to the CPU.

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