From f2e329b56220d093ed818de591b2d42e659a6a73 Mon Sep 17 00:00:00 2001 From: Benjamin Kyd Date: Wed, 23 Nov 2022 00:11:05 +0000 Subject: [PATCH] Update README.md --- README.md | 6 ++++-- 1 file changed, 4 insertions(+), 2 deletions(-) diff --git a/README.md b/README.md index a56ca1b..ffdf03c 100644 --- a/README.md +++ b/README.md @@ -1,10 +1,12 @@ ![](img/inferno-hart-high-resolution-logo-color-on-transparent-background.png) +![Latest Screenshot](img/latest.png) + Inferno HART (Hardware Accelerated RayTracing) will revolutionise the way we write application-specific raytracing applications with a clear and distinct abstraction between the core renderer, Inferno and the HART layer. -Seperating Inferno and HART allows us to create first an ART (Accelerated RayTracing) layer which handles both the tracing and the BRDF, as well as the HART which can implement an accelerator for the tracing. Allowing for custom RayTracing silicon to be utilised WITHOUT changing the code code, nor the Global Illumination code. +Seperating Inferno and HART allows us to create the HART which can implement an accelerator for the ray-triangle intersection. Allowing for custom RayTracing silicon to be utilised WITHOUT changing the code code, nor the Global Illumination code, which can be also run on anything. -This combined with it's full functionality through Julia makes Inferno HART a very nice pathtracing engine. +This combined with it's full functionality through Julia makes Inferno HART a very expansible and sleek pathtracing engine. ## Features