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status: - ray-tracer (s nastavitelnou max. hlbkou rekurzie) - single-threaded implementacia - multi-threaded implementacia - scena so statickymi objektami (gule, svetla) a statickou kamerou - vystup do .bmp TODO: - ray caster - pridat cut plane, poziciu kamery a zobrazenie pozicie svetla - pouzit 16x16 strukturu pamate (blocklinear) - iba pre gpu? - nacitanie sceny zo suboru (volume data, kamera, pohlad, prip. 3D grid pre CT a pod.) - implementovat na gpu (opencl/cuda), grid - zostavit "zakladnu scena" vizualizacie: Cornell Box - pouzit Stanford Bunny ako volumetricky model - pouzit standardny rasterizer renderer na urcenie visibility a hit-ov? - spojit s inymi oblastami, ktore potrebuju vypocet occlusion a pod. (sound?) - "ina" matematika, ktora by riesila tieto problemy by default - Refraction - Photon Mapping - Monte Carlo Ray Tracing/Casting - Indirect Illumination - Glossy Reflection - ... - Documentation (Doxygen) - BRDF - Shadow rays - Soft Shadows - KD-tree, oct-tree, aabb ostatne moznosti - ray casting oktalneho stromu alebo volumetrickeho modelu, napr. 16x16x16 voxelov s kvadrom 3x2x4 voxely (nepriehladne)
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