random direction on hemisphere calculations
configurating for cornell box
multithreaded support (wooo fast)
Adding indirect radiance via monte carlo integration. Recursion ends at a max depth or
russian roulette out
adding AreaLight
adding cosine importance sampling function
consolidating viewing ray generation in Camera
testVisiblity now takes a Ray rather than two points
shadow rays now generated by the light
using genShadowRay
comment
AreaLight vars
AreaLight genShadowRay first attempt (no integration)
ray now contains direction and well as normal
using a
area light monte carlo integrated getAttenuatedRadiance
adjusting light, cleaning up
clamping color values
removing roussian roulette for now
removing extra code in AreaLight