Currently in the state of development
- Multiple importance sampling
- Threaded (C++ 11 threads)
- Custom scene description model (obj file importer is also available)
- Modular, OO approach
- Emissive
- Diffuse
- Cook-Torrence with GGX microfacet
- Ideal refractive
- Ideal reflective
The renderer is currently far from optimal, but once I get it working the way I want it to, shader and cache locality optimizations can be made.
- A bug with threading where LF noise appears as black dots when reflective materials and multiple threads are used
Requires Eigen, lodepng and pugixml