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- Add CSG.
-
- Make "distributed ray tracing" implementation more complete. Sample for
- depth of field, gloss, etc.
-
- Keep track of maxt for a given ray and pass it to the various
- intersection routines. For example, we can stop traversing a height
- field grid if the ray hasn't hit the height field by the time we're
- "maxt" along the ray.
-
- Keep track of the primitives hit for (at least a portion of) the ray
- tree. When spawaning a new ray, check for intersection with the primitive
- last hit by the corresponding ray in the saved tree. If it hits, you have a
- value for "maxt" for the above.
-
- Make heightfields be stored in fixed-point, and take care of byte-ordering
- problems so that height fields are transportable from machine to machine.
-
- Implement something similar to Jevans & Wyvill's adaptive subdivision scheme.
-
- Add better antialiasing (e.g., Mitchell's paper).
-
- Add a better way to do continue an interrupted trace. There should be code
- in rayshade to find the number of the last line traced and start from
- there.
-
- Add an option to perform sorting during ray/List intersection tests so
- we test objects roughly in order.
-
- Improve handling of input files (error messages, #include directives, etc.).
-
- Have workers pass statistics back to the supervisor.
-