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Part 1
Cuda path tracing with lambertian and specular shading kernel
Unhit path termination using Stream Compaction
Sort ray-scene intersection by material type
Stochastic sampled antialiasing

Part 2
Obj mesh import.
BVH. Tree construction done on CPU, traversal with GPU. Configurable with either max depth or max leaf size.
Refraction. Support transmissive-only and glass-like material.

Part1 todo:
1. specular
2. in-mem sort
3. stochastic sampled antialiasing
old : init from json, init geom / mat, with camera and render state
new: init with fixed camera and render state, then import obj / json from gui
Use local stack instead of global stack. Otherwise cause inter-thread race condition
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