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1h 16m 35s logged

I’ve done a bunch more Todos in my code, getting ready for shipping Phase-III. However, I realized I forgot in my planned Architechture about Acceleration structures (which are very important). So I planned that out!

Currently just:

  • BVH (Bounding Volume Heirarchy) for Ray & Path Tracing
  • SVO (Sparse Voxel Octree) for Ray Marching (Hypothetically)

These acceleration structures make rendering methods like Ray & Path Tracing, Ray Marching, Ray Casting, etc. feasible for real-time by “cutting out” data (objects) similar to how a Binary Tree works.

Next is more clean up, then creating models for some renders I can use in the banner of this + the github Readme, and finally creating a landing page to put in place of the online demo! Then I can finally ship!!!!

Here’s the github (ignore main branch): https://github.com/pkncoder/Engine/tree/Phase-III.

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