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Wavefront Path Tracer

This is where I will take my cpu and gpu versions of my path tracer and convert them to wavefront tracers.

At this starting point, I have developed a GPU and CPU version of a ray tracer based on Peter Shirley's excellent first book (though I implemented a BVH tree from book 2). This is located in my path_tracer repository.

Progress:

  • split megakernel into generate_rays, extend, shade, miss, and accumulate kernels
  • created kernel structure to avoid all of the initial duplicate code
  • moved timestamping into kernels
  • wavefront path tracer now working

To do:

  • contemplate whether this runs fast enough...doesn't seem like it
  • currently don't understand the workgroup sizing
  • split shade into by-material shade kernels
  • split rendering of image into chunks so that the buffers aren't so big

Future updates:

  • add other geometric shapes
  • add textures
  • start loading in obj files for cooler scenes to render
  • start increasing complexity by implementing some features from Physically Based Rendering

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A project to build a wavefront path tracer in Rust!

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