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Updated INSTRUCTION.md
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- Clarified how to use the rng
- Added Procedural Shapes & Textures as an option
- Added new slides url
- Updated due date
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YVin3D authored Sep 18, 2018
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Proj 3 CUDA Path Tracer - Instructions
========================

This is due **Sunday October 1** at midnight.
This is due **Sunday September 30th** at midnight.

Pathtracing Primer: https://docs.google.com/presentation/d/1q3h2GVDorEFzmESNfFwR6mODnzS6WbftiVsvaFNGihQ/
Pathtracing Primer: https://docs.google.com/presentation/d/11ZBENtCqqWIplLXq34hFlJuwSUmbKqWs5ItFV7mjD0s/edit?usp=sharing

**Summary:**
In this project, you'll implement a CUDA-based path tracer capable of rendering
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[PBRT 6.2.3].
* Stochastic Sampled Antialiasing. See Paul Bourke's [notes](http://paulbourke.net/miscellaneous/aliasing/).
Keep in mind how this influences the first-bounce cache in part 1.
* Procedural Shapes & Textures.
* You must generate a minimum of two different complex shapes procedurally. (Not primitives)
* You must be able to shade object with a minimum of two different textures
* Texture mapping [PBRT 10.4] and Bump mapping [PBRT 9.3].
* Implement file-loaded textures AND a basic procedural texture
* Provide a performance comparison between the two
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program to save `.hdr` image files, if you want (for postprocessing).
* `stream_compaction`: A dummy folder into which you should place your
Stream Compaction implementation from Project 2. It should be sufficient to copy the files
from [here](https://github.com/CIS565-Fall-2017/Project2-Stream-Compaction/tree/master/stream_compaction)
from [here](https://github.com/CIS565-Fall-2018/Project2-Stream-Compaction/tree/master/stream_compaction)

### Generating random numbers

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combination of index, iteration, and depth as the seed:

```
thrust::default_random_engine rng = random_engine(iter, index, depth);
thrust::default_random_engine rng = makeSeededRandomEngine(iter, index, path.remainingBounces);
```

### Imperfect specular lighting
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Two examples are provided in the `scenes/` directory: a single emissive sphere,
and a simple cornell box made using cubes for walls and lights and a sphere in
the middle.
the middle. You may want to add to this file for features you implement. (DOF,
Anti-aliasing, etc...)

## Third-Party Code Policy

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