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My path tracer

Atrc

Offline rendering lab based on ray tracing

Note. GPU version is in development...

Features

  • [x] Volumetric path tracing with next event estimation
  • [x] Volumetric particle tracing
  • [x] Volumetric bidirectional path tracing
  • [x] Stochastic progressive photon mapping
  • [x] Primary sample space MLT on path tracing
  • [x] ReSTIR renderer
  • [x] Various material models: Disney principled BSDF, phong, DreamWorks fabric ...
  • [x] Homogeneous/heterogeneous participating medium
  • [x] Normalized diffusion BSSRDF
  • [x] Almost all material properties can be specified with 2D/3D textures
  • [x] Various geometry models: sphere, quad, triangle, disk, mesh
  • [x] Two-level accelerating structure (SAH based BVH)
  • [x] Importance sampled environment light
  • [x] G-buffer output (albedo, normal, ...)
  • [x] Depth of field
  • [x] ACES tone mapping
  • [x] Image sample space low-pass filter
  • [x] (Optional) Integrated OIDN library
  • [x] (Optional) Integrated Embree library
  • [x] Interactive scene editor

Known Issues

  • [ ] Relation between inv gamma correction & linear sampler of image texture

Documentation

doc

Gallery

Editor:

pic

Food (rendered with bdpt) (scene ref here):

0

Juice (rendered with vol_bdpt) (scene ref here):

pic

Classroom (rendered with vol_bdpt) (scene ref here):

pic

Materials: (rendered with pt):

pic

Fog (rendered with vol_bdpt):

pic

BSSRDF (rendered with pt):

pic

Bedroom (rendered with pt) (scene ref here):

1

Dining Room (rendered with bdpt) (scene ref here):

2