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Physically Based Rendering
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Oct 2024 1 person

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.

GraphicsC++

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 VolPathIntegrator based on the null-scattering path-integral formulation, with tighter majorants for the GridDensityMedium
  • GPU path tracing — the full CPU VolPathIntegrator functionality runs on the GPU on CUDA + OptiX systems
  • CMake build with submodules — third-party dependencies vendored via git submodules; release build by default