Unidirectional MC path tracer using D3D11 compute shader.
- Two level BVH acceleration structure
- Point light, directional light, environment light and triangle light
- Image based lighting
- Multiple importance sampling
- Pinhole and thin-lens camera model
- Adjustable bokeh shape
- Physically based exposure
- Physically based BRDFs and BSDFs
- Kulla-Conty multiscattering approximation
- Both megakernel and wavefront implementations
- Loading scene from obj file and partial support of mistuba 0.6 scene format
- Visual Studio 2017 (v141)
- Windows SDK version 10.0.19041.0
- pbrt-v3 https://github.com/mmp/pbrt-v3.git
- mitsuba https://github.com/mitsuba-renderer/mitsuba.git
- Falcor https://github.com/NVIDIAGameWorks/Falcor.git
- Revisiting Physically Based Shading at Imageworks
- GPU-Raytracer https://github.com/jan-van-bergen/GPU-Raytracer.git
This renderer is built with these software:
- tinyobjloader https://github.com/tinyobjloader/tinyobjloader.git
- RapidXML
- MikkTSpace http://www.mikktspace.com/
- imgui https://github.com/ocornut/imgui.git