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26 changes: 18 additions & 8 deletions README.md
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**University of Pennsylvania, CIS 565: GPU Programming and Architecture,
Project 5 - DirectX Procedural Raytracing**
Davis Polito
* [https://github.com/davispolito/Project0-Getting-Started/blob/master]()
* Tested on:
Windows 10, i7-8750H @ 2.20GHz 16GB, GTX 1060

* (TODO) YOUR NAME HERE
* (TODO) [LinkedIn](), [personal website](), [twitter](), etc.
* Tested on: (TODO) Windows 22, i7-2222 @ 2.22GHz 22GB, GTX 222 222MB (Moore 2222 Lab)
## Conceptual Questions
1. How would you convert pixels into rays?
We need to first transfer from the 4x4 *view matrix* to the *image plane matrix* by multiplying by the *camera projection matrix* and normalized via persepctive divide. This takes us to screen space by discarding the z component. From here we normalize to our specific screen. We then floor the screen space to pixel space assuming we know pixel width. Assuming Z = x we can invert all these matrices including the perspective divide stage. This is how we get the final ray equation.
2. How would one render procedural geometry?
We simply turn its geometric function into an intersection function such that when the ray enters the object the function returns in an explicitly defined way. If the *(x,y,z)* of the ray solves the equation the point is rendered and the ray casted against its normal.

3. Draw the Accelleration structures for this scene.

### (TODO: Your README)
TOP LEVEL
Instance | Instance | Instanceo

Include screenshots, analysis, etc. (Remember, this is public, so don't put
anything here that you don't want to share with the world.)
GEOM - MODEL - AABB
*BLAS* *BLAS* *BLAS*
Plane Var -> Plane 1 Person T - > model 1, t Spheres -> [] instacnes
Plane var -> Plane 2 Person laying -> model 1 Boxes -> [] instances
Plane var -> Plane 3