Deobfuscating / deconstructing Andrew Kensler's postcard pathtracer. Based off Fabien Sanglard's work.
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rf c509d74fe9 Make it threaded with pthread.h 4 maanden geleden
.gitignore turn project into an Urho3D project 1 jaar geleden
CMakeLists.txt turn project into an Urho3D project 1 jaar geleden
Makefile Make it threaded with pthread.h 4 maanden geleden
README.md turn project into an Urho3D project 1 jaar geleden
main.cpp Vastly simplify diffuse reflection base vectors 4 maanden geleden
main_base.cpp Make it threaded with pthread.h 4 maanden geleden
main_glfw.cpp Make it threaded with pthread.h 4 maanden geleden
min.cpp Restored trace dir calculation to original, flipped left-vector instead 1 jaar geleden
png_helper.h First draft of Glfw3 + GLEW + Eigen renderer, no Urho. 4 maanden geleden

README.md

aek_postcard_pathtracer

Deobfuscating / deconstructing Andrew Kensler’s postcard pathrtacer. Based off Fabien Sanglard’s work.

How to run:

Project setup is based off these guides: https://github.com/urho3d/Urho3D/wiki/Setting-up-a-Project-(CMake) https://github.com/urho3d/Urho3D/wiki/Compiling-Urho3D-on-Windows-with-CodeBlocks

  • Get Urho3D, for me building from source worked the best
  • remember to put URHO3D_HOME in your environment, etc.
  • copy the CMake directory over from your Urho3D sources
  • run one of the cmake_*.bat scripts, in my case this was
    • cmake_codeblocks.bat build specifying the target dir and giving me a Code::Blocks project
  • create the Data and CoreData folders inside build/bin that Urho3D expects, or copy them over from Urho3D’s bin-folder
  • (the only things that should be needed are Anonymous Pro.ttf and the default UI style XML)
  • if you’re using MinGW and Code::Blocks you might have to adjust toochain executable paths as seen in the second link above