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Submission: Ziwei Zong #5

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@zammiez zammiez commented Sep 30, 2015

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ZIWEI added 30 commits September 16, 2015 12:03
problem:
weird result

basic todos:
1.stream compaction
2.antialiasing
3.specular
todo next :
	stream compaction
	specular
	antialiasing
	direct lighting
	... ...
-even slower than without stream compaction
-maybe later : work-efficient & shared memory
now only calculates direct lighting when a ray reaches the depth limit.
todo next: random direct lighting check
  *implmented:
  -when a ray reaches the depth limit, check direct light.
  -random point on light : only for single box light.
  *todo:
  -reduce bounce
Subsurface scattering:
  -just start.
to be fixed:
- subsurface boxes are completely black..
- material sigma selection.
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