(x, y), (x, z), (y, z)
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Every axis is one of the RGB. E.g: (x, y) => (r, g)
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The center of the screen is in the origin of the local space of the baseline cube
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For every frame, draw the 3 images
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or just send the origin of the screen
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same camera, scene is an infinite square at a fixed distance from the camera (origin of the local cube space), and colors are how distant from the camera the point is
- Import/Export HitterList
- Improve speed by using less jobs (one per line instead of one per pixel)
- Frames: a. 300x300 fully rendered (512 spp, depth = 20) b. convert to 300x300 grayscale c. 300x300 noisy (4 spp, depth = 20) d. convert to 300x300 grayscale e. 30x30 camera distance (4 spp, depth = 20) Use max distance in the scene
break render into parts: lambertian specular etc