ry is learning ray trace.
This project is dedicated to testing and validating various ray tracing algorithms and techniques, using Blender Cycles as the reference renderer.
This project requires the following third-party libraries:
- tinygltf
- glm
- glfw
- receive a simple glb/gltf input
- use the first camera and the first light found to render target
- pbr : being implemented
intel i7-8700
- v1.0.0 3000+ triangles take about 3 seconds to render on intel i7-8700
- v1.1.1 4000+ triangles simple PBR (SPP=64 bounces=3) with BVH 26s, without BVH 168s (BVH have bug)
- v1.2.0 4000+ triangles simple PBR (SPP=64 bounces=3) with BVH 300s, without BVH 1500s
- v1.3.0 4000+ triangles simple PBR (SPP=1 bounces=3) with temporal denoise and atrous denoise 3s
- v1.0.0 use the first camera and the first light found to render target
- v1.0.1 multi-primitive, light, simple texture support
- v1.0.2 simple shadow support
- v1.0.3 fix some bug
- v1.1.0 PBR base
- v1.2.0 refactor and reflection
- v1.3.0 denoise
- some render bug : reflection and denoise
- acceleration (real time)
- multiple importance sampling
- gpu support
- simple real-time interaction (move camera)
- specify material
See https://github.com/KhronosGroup/glTF-Sample-Models or branch model
v1.3.0
denoise have some bug
v1.2.0
right side is blender Cycles engine also use 64 spp and 3 bounces

