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  • A shading kernel with BSDF evaluation for diffuse and specular-reflective surfaces
  • Path continuation/termination using Stream Compaction
  • Sorting intersections and pathSegments by material types
  • Refraction with Frensel effects using Snell's law
  • Stochastic Sampled Antialiasing
  • Direct lighting by taking a final ray directly to a random point on an emissive object acting as a light source
  • Jittered sampling for Monte Carlo ray tracing

@Zhiyu-Lei
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README completed

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