Unverified Commit 701812aa authored by Hesper Yin's avatar Hesper Yin Committed by GitHub
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Update camera_rays.md

parent aac386b2
......@@ -27,8 +27,8 @@ Once you have implemented `Pathtracer::trace_pixel`, `Rect::Uniform::sample` and
**Tips:**
* Since it'll be hard to know if you camera rays are correct until you implement primitive intersection, we recommend debugging your camera rays by checking what your implementation of `Camera::generate_ray` does with rays at the center of the screen (0.5, 0.5) and at the corners of the image.
* The code can log the results of raytracing for visualization and debugging. To do so, simply call function `Pathtracer::log_ray` in your `Pathtracer::trace_pixel`. Function `Pathtracer::log_ray` takes in 3 arguments: the ray thay you want to log, a float that specifies the time/distance to log that ray up to, as well as the color. You don't need to worry about the color as it is being set by default.
After running the ray tracer, rays will be shown as lines in visualizer. Press v to switch to the visualizer, and use s to toggle showing rays. A yellow ray indicates that it intersected some primitive (which you will implement soon). Be sure to wait for rendering to complete so you see all rays while visualizing, a message is printed to standard output on completion. **Ray logging is NOT thread-safe, so only use with a single thread (the default -t 1 setting) and remember to disable it out when you render using multiple threads**.
* The code can log the results of raytracing for visualization and debugging. To do so, simply call function `Pathtracer::log_ray` in your `Pathtracer::trace_pixel`. Function `Pathtracer::log_ray` takes in 3 arguments: the ray thay you want to log, a float that specifies the time/distance to log that ray up to, as well as the color. You don't need to worry about the color as it is being set to white by default.
After running the ray tracer, rays will be shown as lines in visualizer. Press v to switch to the visualizer, and use s to toggle showing rays. A yellow ray indicates that it intersected some primitive (which you will implement soon). Be sure to wait for rendering to complete so you see all rays while visualizing, a message is printed to standard output on completion.
**Extra credit ideas:**
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