Original cornell box with 100,000 samples per pixel.
This is a unidirectional brute force pathtracer running on the GPU.
Essentially what it does is simulate light bouncing around in a virtual scene, calculating a new direction and color at each point based on the material it hit. These colors are put together at the end to produce an image or "render".
- GPU rendering with CUDA
- materials: emissive, lambert, mirror, refractive, microfacet reflection and refraction, smooth and rough conductor, smooth plastic
- textures: constant, checkerboard, and bitmap
- HDR environment maps
- Tonemapping operators: linear, Reinhard, filmic, and Uncharted2
- Monte Carlo subsurface scattering with Henyey-Greenstein phase function
- primitives: spheres, trimeshes
- OBJ loading
- mesh instancing
- BVH construction and caching
- scene loading from human-readable JSON
- CUDA 8.0
- Visual Studio 2015 (compilation)
- libPNG (PNG writing)
- rapidjson (JSON scene file parsing)
All images are untouched, straight out of this renderer.
Stanford dragon with orange absorption and foward scattering
525k Stanford lucy with ground glass
Rough gold lucy and rough copper Stanford dragon
721k tri Stanford xyzrgb dragon, with Cook-Torrance teal surface
Rough gold stanford bunny lit by HDR environment map. The ground texture is from LuxRender, the cube texture is from Blender, and the environment is from Bernhard Vogl
Showcase of the materials in illume
Scene inspired by Photorealizer. Textured colors and roughness, and a rough glass sphere.
Replication in this renderer of the image on the wikipedia article for raytracing
Stanford bunny model with isotrophic scattering
Reflection/refraction, fresnel: http://graphics.stanford.edu/courses/cs148-10-summer/docs/2006--degreve--reflection_refraction.pdf
Rough Dielectric: https://www.cs.cornell.edu/~srm/publications/EGSR07-btdf.pdf
Complex iors: refractiveindex.info/?shelf=3d&book=metals
Conductor fresnel equations: seblagarde.wordpress.com/2013/04/29/memo-on-fresnel-equations/#more-1921
Tonemapping: http://filmicworlds.com/blog/filmic-tonemapping-operators/
HDR Maps: Bernhard Vogl - http://dativ.at/lightprobes/index.html USC Institute - http://gl.ict.usc.edu/Data/HighResProbes/
https://www.mitsuba-renderer.org/