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Physically Based Rendering
Physically based rendering experiments built on the pbrt-v4 research renderer — spectral rendering, volumetric scattering, and GPU path tracing via CUDA/OptiX.
About This Project
Physically based rendering experiments built on top of pbrt-v4, the research renderer from Physically Based Rendering: From Theory to Implementation. The work explores the modern PBR pipeline — spectral rendering, null-scattering volumetrics, and GPU-accelerated path tracing — as a course on advanced rendering (RRO).
Highlights
- Spectral rendering — all light-transport computation is performed on point-sampled spectra; RGB is confined to scene description and final output
- Modernized volumetric scattering — a
VolPathIntegratorbased on the null-scattering path-integral formulation, with tighter majorants for theGridDensityMedium - GPU path tracing — the full CPU
VolPathIntegratorfunctionality runs on the GPU on CUDA + OptiX systems - CMake build with submodules — third-party dependencies vendored via git submodules; release build by default