From 13cdd6a3770454a43d1ac840b1ef2c4fb22e1286 Mon Sep 17 00:00:00 2001 From: dluisnothere <43430369+dluisnothere@users.noreply.github.com> Date: Sun, 9 Oct 2022 18:05:17 -0400 Subject: [PATCH] Update README.md --- README.md | 12 ++++++++---- 1 file changed, 8 insertions(+), 4 deletions(-) diff --git a/README.md b/README.md index 43897610..9bd15b57 100644 --- a/README.md +++ b/README.md @@ -100,14 +100,18 @@ _No Direct Lighting_ | _Direct Lighting_ ### Arbitrary Mesh Loading with TinyObjLoader -![](img/refractiveKitty.png) - -### UV Texture, Procedural Texture and Bump Mapping - In order to parse through an obj file, I used [tinyobjloader](https://github.com/tinyobjloader/tinyobjloader). After parsing, I created triangles and stored points within these triangles, alongside the normal and any other useful information like uv. If the bounding box is turned on, then the Obj geom would contain an array of triangles (host and device). This way, if there is only one obj, we only loop over triangles if the bounding box is hit. If the bounding box is turned off, then each triangle becomes its own geom, meaning we will iterate over all of them check for intersections, potentially wasting loops. In order to initialize the device pointers for triangles, I cudaMalloc'd each geom's list of device triangles. To cudaFree them, I performed a cudaMemcpy for the outer pointers (geom pointers) and used those host-accessible pointers to cudaFree the member device vectors. +Here is the result: + +![](img/refractiveKitty.png) + +_OBJ credit goes to [volkanongun](https://sketchfab.com/3d-models/low-poly-cat-1e7143dfafd04ff4891efcb06949a0b4) on SketchFab! + +### UV Texture, Procedural Texture and Bump Mapping + ![](img/completeMario2.png) ![](img/myLink.png)