Rendering 3D scenes physically-based through Path Tracing. Interaction of light with surfaces is evaluated through bi-directional reflection distribution functions (BRDF). — Master Thesis 2013/14
Acceleration structure: BVH
- Stackless traversal.
- 1 or 2 faces per leaf node.
- Code for use of spatial splits in build process exists, but seems faulty. Should not be used.
- OS: Linux
Though it should be possible to built and run it on other platforms as well. I just never tried it.
- Hardware: GPU with OpenCL 1.1 and OpenGL 3.1 capabilities
Tested only with NVIDIA.
NVIDIA and OpenCL
If there are problems to get NVIDIA hardware to work with OpenCL (which is very likely in my experience), here is some trouble shooting:
Check if you have this file:
The name doesn't really matter, but there has to be a file with the name or path of the NVIDIA OpenCL lib, e.g.:
Check which library files you have with
I have the following installed and it works:
libcg libcggl libcuda1-361-updates nvidia-cg-dev nvidia-cg-toolkit nvidia-361-updates nvidia-common nvidia-modprobe nvidia-prime nvidia-opencl-icd-361-updates nvidia-settings ocl-icd-libopencl1 opencl-headers
Build and execute
cmake -DCMAKE_BUILD_TYPE=Release CMakeLists.txt make ./PBR
- NVIDIA only supports OpenCL 1.1. OpenCL 1.2 support seems unlikely at the moment.