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GPU-Accelerated Path Tracer

test2.png test1.png

This is a work-in-progress CUDA implementation of a path tracer, largely based on Peter Shirley’s Ray Tracing in One Weekend series of tutorials plus other resources.

Features currently implemented are:

  • Materials: Difuse, Metallic Dielectric and Emissive.
  • Area lights.
  • Bounding Volume Hierarchy (BVH) partitioning.
  • Depth of Field.
  • Geometry: spheres and planes.

Future features will include:

  • Arbitrary geometry (i.e.: FBX, OBJ).
  • Probabilistic sampling.
  • Deep-Learing-based supersampling.

For more details see here

Dependencies:

CUDA Version:

The CUDA version is implemented as a Visual Studio 2019 project and requires CUDA Toolkit 10.2 for cuda, curand and a couple things from the thrust library.

CPU-Only Version:

There is also a CPU-only implementation closely following Shirley's Ray Tracing in One Weekend as an Xcode project for MacOS. This version only requires glm (included in the Xcode folder) for some SIMD / broadcasting operations.

The CPU-only version does not implement emissive materials nor plane geometry and will not be further updated.

Installation:

Clone the repo and compile the Visual Studio (for CUDA) or Xcode project. Then run it!

References:

LinkedIn | 0xfede.io | GitHub

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