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src/optixGlass/README.md

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![Glass Teapot](./optixGlass.png)
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A physically based glass shader example, using path tracing.
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A physically based glass shader example, using path tracing. Drag the sliders around to change the color of the glass.
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Scene credit:
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[Benedikt Bitterli](https://benedikt-bitterli.me/resources)
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src/optixVox/README.md

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![VOX scene](./optixVox.png)
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A sample that renders a subset of the [MagicaVoxel @ ephtracy](https://ephtracy.github.io/) 8-bit VOX file format, using path tracing.
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This is not volume rendering; "voxels" are solid boxes.
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This is not volume rendering; "voxels" are solid boxes. Give multiple files on the command line to load them all and arrange them in
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a grid.
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Scene credit:
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[Mike Judge](https://github.com/mikelovesrobots/mmmm)

src/optixVox/boxes.cu

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*/
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// Intersection and bounds programs for custom box prims as the leaf nodes of a
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// BVH. The boxes are represented as 4 bytes per box (VOX format).
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// Note:
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// This is a compromise between intersection cost and memory cost: a BVH
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// built over triangles could be faster to intersect, but would use more memory
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// for the leaves (12 triangles per box), while an intersector that handled
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// larger chunks of boxes via 3d grid traversal would be slower but would
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// reduce the size of the BVH. The compromise solution seems fine for a single
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// VOX file (max 256**3 boxes) or a handful of files. The custom 3d grid
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// intersector could be interesting for very large scenes, e.g., Minecraft
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// files, that might have far more than 256**3 boxes.
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#include <optix.h>
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#include <optixu/optixu_math_namespace.h>
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#include <optixu/optixu_matrix_namespace.h>
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using namespace optix;
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// Compressed 8-bit indices as in VOX format. We expand these into floating point coords during intersection.
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// 8-bit indices as in VOX format. We expand these into floating point coords during intersection.
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rtBuffer< optix::uchar4 > box_buffer;
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rtBuffer< optix::uchar4 > palette_buffer;

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