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Benjamin Kyd
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![](img/inferno-hart-high-resolution-logo-color-on-transparent-background.png) ![](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. 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 ## Features