From 8ac5b4e152400c2adb3d5b6e217680492955883f Mon Sep 17 00:00:00 2001 From: Simon Stucki Date: Fri, 16 Aug 2024 07:15:37 +0200 Subject: [PATCH] Add intermediate revision --- report/parts/results.tex | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) diff --git a/report/parts/results.tex b/report/parts/results.tex index 4c87aea..70d86f0 100644 --- a/report/parts/results.tex +++ b/report/parts/results.tex @@ -7,11 +7,11 @@ % !TEX encoding = UTF-8 Unicode % !TEX root = ../main.tex -As discussed in the introduction and theory chapters, the goal of this work is to implement a web-based path tracer. The path tracer is designed to be used for product visualization based on \gls{CAD} data, leveraging the \gls{OpenPBR} surface shading model. +As discussed in the introduction and theory chapters, the goal of this work is to implement a web-based path tracer. The path tracer is designed to be used for product visualization based on production \gls{CAD} data, leveraging the \gls{OpenPBR} surface shading model. -The concrete result of this work consists of multiple parts. The report serves as the primary documentation of the work but does not contain all details. The library and code documentation is published under the \fGls{MIT license}{Permissive license originating at the Massachusetts Institute of Technology (MIT)} on GitHub with an accompanying website. See \url{https://www.github.com/StuckiSimon/strahl} for details. The library is published on the \fgls{npm}{package manager for JavaScript} registry as \texttt{strahl}. In addition, a dedicated short paper has been published for WEB3D '24: The 29th International ACM Conference on 3D Web Technology \cite{ownShortPaper}. The short paper includes the main insights and results of this work. +The concrete result of this work consists of multiple parts. The core is a path tracing library called \texttt{strahl}. The code as well as documentation is published under the \fGls{MIT license}{Permissive license originating at the Massachusetts Institute of Technology (MIT)} on GitHub with an accompanying website. See \url{https://www.github.com/StuckiSimon/strahl} for details. This also includes detailed instructions on how to set up and configure the renderer. The library is published on the \fgls{npm}{package manager for JavaScript} registry as \texttt{strahl}. This report serves as the primary documentation of the work but does not contain usage documentation of the library. In addition, a dedicated short paper has been published for WEB3D '24: The 29th International ACM Conference on 3D Web Technology \cite{ownShortPaper}. The short paper includes the main insights and results of this work. -This section focuses on the implementation details of the path tracer. It also highlights the reasoning behind design decisions and provides insights into the performance of the renderer and its usability for the described use case. +This section focuses on the implementation details of the path tracer. It also highlights the reasoning behind design decisions and provides insights into the performance of the renderer and its applicability for the described use case. For references to the implementation of the path tracer, a consistent notation is used. For example \coderef{ABC} refers to the code with the same comment. All relevant places are marked in code using the same reference, this permits using search features to find all references to a specific code section. @@ -33,7 +33,7 @@ \section{Scene Description} In order to be easy to integrate for developers familiar with existing web-based rendering engines, the renderer utilizes many of the scene description constructs provided by \gls{Three.js}. This includes the representation of geometry using \texttt{BufferGeometry}, camera using \texttt{PerspectiveCamera}, and arbitrary camera controls such as \texttt{OrbitControls}. -This also enables to use a variety of loaders for different file formats such as \gls{OBJ} or \gls{glTF}. However, due to its advantages for transmission, it's advised to use the \gls{glTF} which can be imported using the loader provided by \gls{Three.js}. +This also enables the use of a variety of loaders for different file formats such as \gls{OBJ} or \gls{glTF}. However, due to its advantages for transmission, it's advised to use \gls{glTF} which can be imported using the loader provided by \gls{Three.js}. \subsection*{Scene Preparation}