2016-07-19 17:35:25 +00:00
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Credits
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=======
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Fix various typos
Found via `codespell -q 3 -S *.po,./thirdparty,./Documentation/changelogs -L aactual,acount,aline,alocation,alog,anormal,anumber,aother,apoints,aparent,aray,ba,busses,dout,einstance,leaded,modul,ontext,ot,overide,serie,te,,tesselate,tesselator,tht`
2022-07-03 04:20:05 +00:00
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The 3D-viewer contains parts, source code or adaptations or implementations that should give the following
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aknowledgments:
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2016-07-19 17:35:25 +00:00
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cbvh_packet_traversal.cpp
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-------------------------------
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Contains an implementation of the algorithm described in the paper:
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"Ray Tracing Deformable Scenes Using Dynamic Bounding Volume Hierarchies"
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http://www.cs.cmu.edu/afs/cs/academic/class/15869-f11/www/readings/wald07_packetbvh.pdf
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by INGO WALD, SOLOMON BOULOS, and PETER SHIRLEY from University of Utah
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Contains an implementation of the algorithm described in the paper:
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"Large Ray Packets for Real-time Whitted Ray Tracing"
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http://cseweb.ucsd.edu/~ravir/whitted.pdf
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by Ryan Overbeck1, Ravi Ramamoorthi from Columbia University and William R. Mark from
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Intel Corporation and University of Texas at Austin
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cbvh_pbrt.h
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-----------
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Contains a BVH implementation from the source code of the book
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"Physically Based Rendering" (v2 and v3) http://www.pbrt.org/
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Copyright(c) 1998-2015 Matt Pharr, Greg Humphreys, and Wenzel Jakob.
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LICENSE: https://github.com/mmp/pbrt-v3/blob/master/LICENSE.txt
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cbbox2d.cpp
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-----------
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bool CBBOX2D::Intersects( const SFVEC2F &aCenter, float aRadiusSquared ) const
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Contains an algorithm implementation based on the paper:
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"On Faster Sphere-Box Overlap Testing"
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http://www.mrtc.mdh.se/projects/3Dgraphics/paperF.pdf
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Thomas Larsson, Tomas Akenine-Möller, and Eric Lengyel
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bool CBBOX2D::Intersect( const RAY2D &aRay, float *t ) const
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Contains an algorithm implementation based on the article:
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http://tavianator.com/fast-branchless-raybounding-box-intersections/
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"FAST, BRANCHLESS RAY/BOUNDING BOX INTERSECTIONS", 2011 TAVIAN BARNES
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cfilledcircle2d.cpp, cring2d.cpp, croundseg.cpp
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-----------------------------------------------
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bool CFILLEDCIRCLE2D::Intersect( const RAYSEG2D &aSegRay, float *aOutT, SFVEC2F *aNormalOut ) const
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bool CRING2D::Intersect( const RAYSEG2D &aSegRay, float *aOutT, SFVEC2F *aNormalOut ) const
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bool CROUNDSEG::Intersect( const RAY &aRay, HITINFO &aHitInfo ) const
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Contains an algorithm based on:
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http://cs665pd.googlecode.com/svn/trunk/photon/sphere.cpp
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Steve Marschner's CS667 framework, email: srm at cs.cornell.edu
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TODO: ask author about the license of this source code.
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citemlayercsg2d.cpp
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-------------------
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bool CITEMLAYERCSG2D::Intersect( const RAYSEG2D &aSegRay, float *aOutT, SFVEC2F *aNormalOut ) const
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Based on ideas and implementation from
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http://homepages.paradise.net.nz/nickamy/raytracer/raytracer.htm
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Nick Chapman, email: nickamy@paradise.net.nz
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ctriangle2d.cpp
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---------------
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bool CTRIANGLE2D::IsPointInside( const SFVEC2F &aPoint ) const
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Contains an algorithm based on:
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http://totologic.blogspot.co.uk/2014/01/accurate-point-in-triangle-test.html
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2014 Cédric Jules, email: flash dot cedric at Google mail service
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cbbox.cpp
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---------
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bool CBBOX::Intersect( const RAY &aRay, float *aOutHitt0, float *aOutHitt1 ) const
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Contains an algorithm based on:
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"Physically Based Rendering" (v2) http://www.pbrt.org/
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"Physical Based Ray Tracing" (by Matt Pharr and Greg Humphrey)
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https://github.com/mmp/pbrt-v2/blob/master/src/core/geometry.cpp#L68
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https://github.com/mmp/pbrt-v2/blob/master/src/accelerators/bvh.cpp#L126
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LICENSE: http://www.pbrt.org/LICENSE.txt
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cbbox_ray.cpp
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-------------
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bool CBBOX::Intersect( const RAY &aRay, float *t ) const
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Based on the source code from the paper:
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"This source code accompanies the Journal of Graphics Tools paper:
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"Fast Ray / Axis-Aligned Bounding Box Overlap Tests using Ray Slopes"
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by Martin Eisemann, Thorsten Grosch, Stefan Müller and Marcus Magnor
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Computer Graphics Lab, TU Braunschweig, Germany and
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University of Koblenz-Landau, Germany
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This source code is public domain, but please mention us if you use it."
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ccylinder.cpp
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-------------
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bool CVCYLINDER::Intersect( const RAY &aRay, HITINFO &aHitInfo ) const
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bool CVCYLINDER::IntersectP(const RAY &aRay , float aMaxDistance ) const
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Based on the source code from:
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http://www.cs.utah.edu/~lha/Code%206620%20/Ray4/Cylinder.cpp
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Linh Khanh Ha, University of Utah, email: lha sci.utah.edu
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TODO: Ask author about the source code license
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ctriangle.cpp
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-------------
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bool CTRIANGLE::Intersect( const RAY &aRay, HITINFO &aHitInfo ) const
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Implements a triangle ray intersection based on article:
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http://www.flipcode.com/archives/Raytracing_Topics_Techniques-Part_7_Kd-Trees_and_More_Speed.shtml
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by Jacco Bikker, that implement optimizations based on Ingo Wald's thesis.
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cfrustum.cpp
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------------
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bool CFRUSTUM::Intersect( const CBBOX &aBBox ) const
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BAsed on the implementation from:
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https://github.com/nslo/raytracer/blob/2c2e0ff4bbb6082e07804ec7cf0b92673b98dcb1/src/raytracer/geom_utils.cpp#L66
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Nathan Slobody
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TODO: Ask author about the source code license
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clight.h
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--------
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Class CPOINTLIGHT Point light based on tutorial:
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http://ogldev.atspace.co.uk/www/tutorial20/tutorial20.html
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Etay Meiri, email: ogldev1 gmail
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mortoncodes.cpp
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---------------
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2021-06-09 19:32:58 +00:00
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Implements Morton Codes base on the implementation of Fabian “ryg” Giesen
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2016-07-19 17:35:25 +00:00
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https://fgiesen.wordpress.com/2009/12/13/decoding-morton-codes/
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ccamera.h
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---------
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Frustum structure is based on the tutorial:
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http://www.lighthouse3d.com/tutorials/view-frustum-culling/
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cpostshader_ssao.cpp
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--------------------
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SSAO based on an implementation by:
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Benjamin Blundell https://github.com/OniDaito/CoffeeGL/blob/master/misc/ssao.frag
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Also based from a post by martinsh at:
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http://www.gamedev.net/topic/556187-the-best-ssao-ive-seen/?view=findpost&p=4632208
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Latter adapter for CPU shader implementation and add other features specific to KiCad implementation.
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trackball.h, trackball.cpp
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--------------------------
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A virtual trackball implementation
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Written by Gavin Bell for Silicon Graphics, November 1988.
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Original code from: David M. Ciemiewicz, Mark Grossman, Henry Moreton, and Paul Haeberli
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License are in the files trackball.h and trackball.cpp
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3d_fastmath.h
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-------------
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This file contains some functions from the PBRT 3 source code.
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https://github.com/mmp/pbrt-v3/blob/master/src/core/pbrt.h
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"Physically Based Rendering" (v3) http://www.pbrt.org/
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Copyright(c) 1998-2015 Matt Pharr, Greg Humphreys, and Wenzel Jakob.
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LICENSE: https://github.com/mmp/pbrt-v3/blob/master/LICENSE.txt
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3d_math.h
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---------
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inline SFVEC3F CosWeightedRandomHemisphereDirection( SFVEC3F n )
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Based on a post in:
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https://pathtracing.wordpress.com/2011/03/03/cosine-weighted-hemisphere/
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inline bool Refract( const SFVEC3F &aInVector, const SFVEC3F &aNormal, float aRin_over_Rout, SFVEC3F &aOutVector )
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https://github.com/mmp/pbrt-v3/blob/master/src/core/reflection.h
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"Physically Based Rendering" (v3) http://www.pbrt.org/
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Copyright(c) 1998-2015 Matt Pharr, Greg Humphreys, and Wenzel Jakob.
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LICENSE: https://github.com/mmp/pbrt-v3/blob/master/LICENSE.txt
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openmp_mutex.h
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--------------
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openMP mutex class based on:
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http://bisqwit.iki.fi/story/howto/openmp/
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by Joel Yliluoma, email bisqwit iki.fi
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