| `student/pathtracer.cpp` | This is the main workhorse class. Inside the ray tracer class everything begins with the method `Pathtracer::trace_pixel` in pathtracer.cpp. This method computes the value of the specified pixel in the output image. | Yes |
| `student/pathtracer.cpp` | This is the main workhorse class. Inside the ray tracer class everything begins with the method `Pathtracer::trace_pixel` in pathtracer.cpp. This method computes the value of the specified pixel in the output image. | Yes |
| `student/camera.cpp` | You will need to modify `Camera::generate_ray` in Part 1 of the assignment to generate the camera rays that are sent out into the scene. | Yes |
| `student/camera.cpp` | You will need to modify `Camera::generate_ray` in Part 1 of the assignment to generate the camera rays that are sent out into the scene. | Yes |
| `student/tri_mesh.cpp`, `student/shapes.cpp` | Scene objects (e.g., triangles and spheres) are instances of the `Object` class interface defined in `rays/object.h`. You will need to implement the `bbox` and intersect routine `hit` for both triangles and spheres. | Yes |
| `student/tri_mesh.cpp`, `student/shapes.cpp`, `student/bbox.cpp` | Scene objects (e.g., triangles and spheres) are instances of the `Object` class interface defined in `rays/object.h`. You will need to implement the `bbox` and intersect routine `hit` for both triangles and spheres. | Yes |
|`student/bvh.inl`|A major portion of the first half of the assignment concerns implementing a bounding volume hierarchy (BVH) that accelerates ray-scene intersection queries. Note that a BVH is also an instance of the Object interface (A BVH is a scene object that itself contains other primitives.)|Yes|
|`student/bvh.inl`|A major portion of the first half of the assignment concerns implementing a bounding volume hierarchy (BVH) that accelerates ray-scene intersection queries. Note that a BVH is also an instance of the Object interface (A BVH is a scene object that itself contains other primitives.)|Yes|
|`rays/light.h`|Describes lights in the scene. The initial starter code has working implementations of directional lights and constant hemispherical lights.|No|
|`rays/light.h`|Describes lights in the scene. The initial starter code has working implementations of directional lights and constant hemispherical lights.|No|
|`lib/spectrum.h`|Light energy is represented by instances of the Spectrum class. While it's tempting, we encourage you to avoid thinking of spectrums as colors -- think of them as a measurement of energy over many wavelengths. Although our current implementation only represents spectrums by red, green, and blue components (much like the RGB representations of color you've used previously in this class), this abstraction makes it possible to consider other implementations of spectrum in the future. Spectrums can be converted into a vector using the `Spectrum::to_vec` method.| No|
|`lib/spectrum.h`|Light energy is represented by instances of the Spectrum class. While it's tempting, we encourage you to avoid thinking of spectrums as colors -- think of them as a measurement of energy over many wavelengths. Although our current implementation only represents spectrums by red, green, and blue components (much like the RGB representations of color you've used previously in this class), this abstraction makes it possible to consider other implementations of spectrum in the future. Spectrums can be converted into a vector using the `Spectrum::to_vec` method.| No|