TODO :
* Implement IntersectBox for each primitive :
	- triangle (see http://www.realtimerendering.com/int/ and
	http://www.cs.lth.se/home/Tomas_Akenine_Moller/code/tribox3.txt)
* ray.ID : doesn't seem to improve efficiency ?
* Check "advance ray to scene bounding box boundary"
* 3ds : efficient way to compute normals per fragment ?

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Papers :

A faster voxel traversal algorithm for ray tracing
http://www.devmaster.net/articles/raytracing_series/A%20faster%20voxel%20traversal%20algorithm%20for%20ray%20tracing.pdf

SSE ray/box intersection
http://www.flipcode.com/archives/SSE_RayBox_Intersection_Test.shtml

An Efficient and Robust Ray–Box Intersection Algorithm
http://cag.csail.mit.edu/~amy/papers/box-jgt.pdf

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Changes :

v2.0
- Anti-aliasing
- Spatial sub-division using a grid (other structures such as kd-trees could be used)
- Added the import of 3D model (3DS format).

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TODO :
* Texture handling
* kd-tree
* Improve efficiency of some of the intersection methods