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Project 3: Gizem Dal #50

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Features

Shading Kernel with BSDF Evaluation
Uniform diffuse
Perfect specular reflective (mirror)
Perfect specular refractive (glass)
Fresnel dielectric
Imperfect specular (glossy)
Path Continuation/Termination with Stream Compaction
Toggleable continuous storage of paths and intersections by material type
Toggleable first bounce intersection cache to be used by subsequent iterations
Anti-aliasing rays with sub-pixel samples
Arbitrary GLTF mesh loading with toggleable bounding volume intersection culling
Camera depth of field
SDF-based Tanglecube and Bounding Box
Procedural texture
Stratified sampling
Hierarchical Spatial Structure - Octree (In progress)

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