DirectComputeRayTracing
Path tracer using DirectCompute.
Install / Use
/learn @YaoTiancheng/DirectComputeRayTracingREADME
DirectComputeRayTracing
Unidirectional MC path tracer using D3D12 compute shader.
Features
- 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 3.0 scene format
Screen shots
Build
- Visual Studio 2017 (v141)
- Windows SDK version 10.0.19041.0
References
- 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
Credits
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
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