GPU Path Tracer
This is the repository accompanying the blog post series “Simple GPU Path Tracing”. It contains all the code that we write throughout the series. Each branch in this repo corresponds to a blog post.
Here’s a summary of all the episodes in the series :
Simple GPU Path Tracing : Introduction
Simple GPU Path Tracing, Part. 1 : Project Setup
Simple GPU Path Tracing, Part. 1.1 : Adding a cuda backend to the project
Simple GPU Path Tracing, Part. 2.0 : Scene Representation
Simple GPU Path Tracing, Part. 2.1 : Acceleration structure
Simple GPU Path Tracing, Part. 3.0 : Path Tracing Basics
Simple GPU Path Tracing, Part. 3.1 : Matte Material
Simple GPU Path Tracing, Part. 3.2 : Physically Based Material
Simple GPU Path Tracing, Part. 3.4 : Small Improvements, Camera and wrap up
Simple GPU Path Tracing, Part. 4.0 : Mesh Loading
Simple GPU Path Tracing, Part. 4.1 : Textures
Simple GPU Path Tracing, Part. 4.2 : Normal Mapping & GLTF Textures
Simple GPU Path Tracing, Part. 5.0 : Sampling lights
Simple GPU Path Tracing, Part 6 : GUI
Simple GPU Path Tracing, Part 7.0 : Transparency
Simple GPU Path Tracing, Part 7.1 : Volumetric materials
Simple GPU Path Tracing, Part 7.1 : Refractive material
Simple GPU Path Tracing, Part 8 : Denoising
Simple GPU Path Tracing, Part 9 : Environment Lighting
Simple GPU Path Tracing, Part 10 : Little Optimizations
Simple GPU Path Tracing, Part 11 : Multiple Importance Sampling
Here are some renders done with the path tracer resulting from the tutorials :
Here are the scenes that were used for those renders.
Here are the credits for each scene :
Anime Class Room by AnixMoonLight
Salle de bain from McGuire Computer Graphics Archive, Model by Nacimus Ait Cherif
Bedroom from McGuire Computer Graphics Archive, Model by fhernand
Ship in a bottle by Loïc Norgeot
Breakfast Room from McGuire Computer Graphics Archive, Model by Wig42
Breakfast Room from McGuire Computer Graphics Archive, Model by Wig42
Conference Room from McGuire Computer Graphics Archive, Model by Anat Grynberg and Greg Ward
Fireplace Room from McGuire Computer Graphics Archive, Model by Wig42
List Empire from McGuire Computer Graphics Archive, Model by Morgan McGuire
Rhetorician Maker from engine9
Robo Maker from Artem Shupa-Dubrova
Loie Fuller from Minneapolis Institute of Art, by Joseph Kratina
Sea Keep “Lonely Watcher” by Artjoms Horosilovs
Sponza from McGuire Computer Graphics Archive, by Frank Meinl, Crytek
Renderman’s Teapot by Dylan Sisson and Leif Pedersen
Vokselia Spawn from McGuire Computere Graphics Archive, Model by Vokselia
Helpful resources that helped creating the tutorials
Physically Based Rendering online edition
Jacco Bikker Blog, especially the posts about BVH that we’re using in our code