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