Update README
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*.exe
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*.exr
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./*.png
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path_trace
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ray_trace
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@@ -17,10 +17,10 @@ else
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endif
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endif
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all: path_trace$(EXT)
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all: ray_trace$(EXT)
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path_trace$(EXT): Makefile $(wildcard src/*.c src/*.h)
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ray_trace$(EXT): Makefile $(wildcard src/*.c src/*.h)
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gcc -o $@ src/main.c src/utils.c src/camera.c src/mesh.c src/vector.c src/thread.c src/sync.c src/clock.c src/profile.c 3p/glad/src/glad.c -std=c11 $(CFLAGS) $(LDFLAGS)
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clean:
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rm path_trace path_trace.exe
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rm ray_trace ray_trace.exe
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@@ -1,6 +1,25 @@
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This is the implementation of the ray tracing algorithm. Here are some pics:
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This is the implementation of the ray tracing algorithm on the CPU
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# Build
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The supported platforms are Windows and Linux. On Linux you need to manually install GLFW 3. After that you can build the program doing
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```
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make
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```
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# Usage
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You need to run the renderer from the command line providing it the proper arguments:
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```
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./ray_trace.exe --scene scene_0.txt --threads 16 --init-scale 2
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```
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This will open a window with the rendered scene. You can more around with WASD and change the camera direction with the mouse.
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You should use a number of threads equal to the number of CPU cores. The `--init-scale` lowers the initial resolution of the scene when moving the camera and can be any power of two between 1 and 16 (1, 2, 4, 8, 16).
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# Other Pics
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