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Project 3: Lan Lou #6

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  • Features:
    • A shading kernel with BSDF evaluation (diffuse, specular)
    • Path continuation/termination using Stream Compaction using thrust::partition
    • Material sorting using thrust::sort_by_key
    • Cache the first bounce intersections
    • Refraction with Frensel effects using Schlick's approximation
    • Physically-based depth-of-field
    • Stochastic Sampled Antialiasing
    • Arbitrary mesh loading and rendering
    • Bounding volume intersection culling(for obj)
    • KD-tree for better ray/scene intersection testing

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