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Project 3: Szeyu Chan #37

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  • A shading kernel with BSDF evaluation for:
    • Ideal Diffuse surfaces
    • Perfectly specular-reflective (mirrored) surfaces
  • Path continuation/termination using Stream Compaction (thrust::partition)
  • Sorting rays/pathSegments/intersections contiguous in memory by material type (thrust::sort_by_key)
  • The first bounce intersections cache for re-use across all subsequent iterations
  • Refraction with Frensel effects using Schlick's approximation
  • Physically-based depth-of-field
  • OBJ mesh loader

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