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gracelgilbert
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  • Features
    • DirectX Raytracing CPU setup
    • Ray generation
    • Shadows and reflections
    • Multiple procedural sphere intersection
    • Volumetric Metaball intersection
    • Phong lighting, Schlick's approximation for Fresnel reflection
    • Distance falloff
    • Performance analysis
  • I feel like I had a very high level understanding of how the DirectX pipeline worked, but had trouble figuring out where and how all of that happens in the code. I found myself trying out different values in certain functions rather than actually understanding what the changes I was making actually were doing. I think a little more background on the implementation details would be helpful to make the CPU setup part of the project more approachable.

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