error : expected an identifier C:\Program Files\NVIDIA GPU Computing Toolkit\CUDA\v4.0\include\thrust\device_ptr.h 286
the problem turned out to be with the inclusion of the thrust headers themselves. Even just including thrust/device_ptr.h threw up errors. For some reason, the thrust headers have to be included before all the other 'C' headers in this project.
Tuesday, October 9, 2012
Sunday, September 30, 2012
Pushing to Git returning Error Code 403 fatal
Pushing to Git returning Error Code 403 fatal: HTTP request failed
Why:
Github seems only supports ssh way to read&write the repo, although https way also displayed 'Read&Write'. So you need to change your repo config on your PC to ssh way:
Solution:
Why:
Github seems only supports ssh way to read&write the repo, although https way also displayed 'Read&Write'. So you need to change your repo config on your PC to ssh way:
Solution:
- Manually edit
.git/configfile under your repo directory. Findurl=entry under section[remote "origin"].Change all the texts before@symbol tossh://git. Saveconfigfile and quit. now you could usegit push origin masterto sync your repo on GitHub -
Another solution is just use shell command:
git remote set-url origin ssh://git@github.com/username/projectName.git
Interactive Camera and specular reflection
- Interactive Camera
Keys:
'W': move forward(in Z direction)
'S': move backward(in Z direction)
'A': move to left
'D': move to right
'U': up
'I': down
- Specular Relection
Reflection not right:
Without reflection:
Wierd Pattern on the Back Wall
- Raycasting from a camera into a scenen through a pixel grid
- Phong lighting for one point light source
- Diffuse lambertian surfaces
- Raytraced shadows
- Cube intersection testing
- Sphere surface point sampling
Finally, I found out why. It is because I used EPSILON in the box-ray intersection set when the ray parrelle with one plane. EPSILON is defined as 0.000000001, which seems too small for a float number camparation. I have changed it to 0.001.
Now, the picutre looks like this:
Friday, September 28, 2012
Raycast and box-ray intersection
Basic raycast from camera and box-ray intersection finished. At this point, I can get a 2D picture now.
- Raycast:
Raycast direction test:
Here is a screen shot of one of the images I got,flat shading:
- Box-ray intersection
Thursday, September 27, 2012
CUDA GPU Ray Tracer
This is a course project for CIS 565.
Useful link: http://en.wikipedia.org/wiki/Ray_tracing_%28graphics%29
Useful link: http://www.siggraph.org/education/materials/HyperGraph/raytrace/rtinter3.htm
Useful link: Wolfrat Math World: http://mathworld.wolfram.com/SpherePointPicking.html
Ray Tracing
Basic Algorithm: For each pixel, shoot a ray into the scene. Check intersections for the ray. If intersection happens, cast a shadow ray to light source to see if the light source is visible and shade the current puxel accordingly. If the surface is diffuse, the ray will stop there. If it is reflective, shoot a new ray reflected across the normal from teh incident ray. And repeat over until reached the tracing depth or the ray hits a light or diffuse surface.
Folowing is a picture demonstrates how ray tracing algorithm works.(grab from wikipedia)
Since CUDA does not support recursion, we need to use Iterative Ray-tracing.Useful link: http://en.wikipedia.org/wiki/Ray_tracing_%28graphics%29
- Box-ray intersection
Useful link: http://www.siggraph.org/education/materials/HyperGraph/raytrace/rtinter3.htm
- Sphere surface point sampling
Useful link: Wolfrat Math World: http://mathworld.wolfram.com/SpherePointPicking.html
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