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Simple physically based path tracer based on Nvidia's Optix Ray Tracing Engine

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OptixPathTracer

Dining Room Dining Room

A physically based path tracer with support for Disney BRDF.

This was created by putting together bits and pieces from the Nvidia's Optix Advanced Samples Introduction tutorials. The feature set is very basic since this is just a learning excercise, so if you see horribly written code or things that can be done in a much better way please do share :)

Features

( Most were part of existing code from the Nvidia's Optix Advanced Samples Repository on Github )

  • Unidirectional Path Tracing
  • Disney BRDF
  • Simple Glass BTDF
  • Sphere and Rect lights
  • Multiple Importance Sampling
  • Mesh Loading
  • Simple Scene File (Basically stolen from Miles Macklin's excellent Tinsel renderer ) so all credits go to him.

Following are some scenes rendered with the path tracer

Bedroom Bedroom

Spaceship (Render Time: ~6 minutes on a GTX 750ti) Spaceship

Stormtrooper (Render Time: Render Time: ~4 minutes) Stormtrooper

Coffee Pot (Render Time: 4 minutes. 1k spp) Coffee Pot

Remake of the Disney Hyperion Scene (Render Time: Quite long) Hyperion Scene

Dragon closeup

Thanks to Simon Kallweit for helping me out with the importance sampling code. He also has a nice write up of his implementation

Models are from Benedikt Bitterli's Rendering Resources.

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Simple physically based path tracer based on Nvidia's Optix Ray Tracing Engine

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