This code can be compiled in MS VC 2005.
And I think it is ok to convert it to higher version.

There are five projects in the solution.
The main projects are the following two:

0_Thesis-SingleMethod
	This project implements the surface integration in texture space.
	It is suitable for global translucent effect in small object or highly translucent object.

	The render mode can be swithed by keyboard number.
	0: RM_TEST = Phong lighting
	1: RM_ITSTR = Importance texture space translucent rendering
	2: RM_ITSTR_INTERNAL = Show sample position in 3D space
	3: RM_ITSTR_INTERNAL2 =Show sample position in 3D texture space (Press key 's' to show or hide the samples)
	4: RM_ITSTR_STORE = save image
	5: RM_LTSM = local translucent shadow map
	6: RM_LSS = local subsurface scattering (Mertens et al. PG'03)
	7: RM_ITSLT = Importance Texture Sampling for Local Translucency

	l: move light position
	v: move camera position

	There are many scene files can be switiched in "global_setting.txt".
	Each scene file "*.sce" provides the setting of view, light, object size, object material and algorithm parameters.

1_Thesis-HybridMethod
	This project combines the texture space surface integration with the modified translucent shadow map.
	Now it is better to handle the local translucent effect for large object or high opacity object.
