buttons on viewer would be nice bidirectional path tracing add preview render option check out tone mapping trick in sillion add camera pos/orientation cmd line params checkout mailbox scheme from interactive shadows paper add --showaxis option do sample size determination for quasi monte carlo path tracing adaptive sampling controlled by error estimation (rqmc) generalized brdf's account for machine in rendering times on web page color code erroneous pixels: NaN->red|cyan Inf->green|magenta banks: subsurface scatterings simulated by diffuse layer beneath diffuse+transparent layer banks: use image completion to interpolate incident radiance on hemisphere do stratified sampling remove unnecessary comparison in TriangleTree::proc_subtree (see if speeds up) check out p36 for pointlightcontrib, p82 for photon filtering, p79 for circle compressing irradiance caching my precomputed irradiance does not consider normal at all. it also precomputes the radiance at EVERY photon. consult christensen paper to figure out how to correctly do it. corners and edges of photon map need fixing write directly to .XXX files rather than moving make runnable in background display photon map with density shown in color do brain rendering bug in my (multiple light?) importance sampling. resolve with shirley eq 15.4 use russian roulette instead of -m use rqmc (power of 2) check normal in _pre() use new Color class (not inherited, cuz those are slow) color photons nicely fix photon estimate in cracks use irradiance caching use schlick's brdf add flag to turn on algorithm components fine tune light power (adjust for lost power and 3 channels?) add X (quick) preview some sort of supersampling filter (to get rid of light aliasing) think about shadow cache (http://www.ce.chalmers.se/undergraduate/D/EDA425/lectures/rt2.pdf) use jittered pixel sampling and triangular (or better) filtering to downsample NO[no speed up detected]reverse shadow-ray-test and value-computation to possibly eliminate shadow test NO[would work if ray shot other way] add normal-parallel component to shadow ray target (black pixel bug) NO[how?]inline functionize to make area lights really just a bunch of point lights