kd tree construction using the surface area heuristic, stack-based traversal, and the hyperplane separation theorem

In this post we will employ the hyperplane separation theorem and the surface area heuristic for kd tree construction to improve the performance of our path tracer. Previous posts have relied simply on detecting intersections between an axis aligned bounding box and the minimum bounding box of a triangle primitive. By utilizing the hyperplane separation theorem, we can cull additional triangles from a list of potential intersection candidates. From here, we will set out to construct a kd tree Read more [...]

Path tracer: thin lens, texture mapping, Fresnel equations, and smooth shading

A few new features have been added to our path tracer. The depth of field extension has been reworked slightly using the thin lens equation allowing us to specify a focal length and aperture. Fresnel equations have been added to more accurately model the behavior of light at the interface between media of different refractive indices. Textures can be applied to the plane primitive, and normals can be interpolated across the triangle primitive allowing for smooth shading. Below are three renders Read more [...]