A GPU/CPU physically based renderer
###windows 10
-DCMAKE_TOOLCHAIN_FILE=E:\work\tools\vcpkg\scripts\buildsystems\vcpkg.cmake
Feature |
Progress |
Megakernel path tracing |
Done |
Normal visualize |
Done |
Wavefront path tracing |
Done |
Bidirectional path tracing |
Planned |
Photon mapping |
Planned |
Feature |
Progress |
Filter Importance Sampling |
Done |
Mitchell-Netravali Filter |
Done |
Box Filter |
Done |
Triangle Filter |
Done |
Gaussian Filter |
Done |
Lanczos Windowed Sinc Filter |
Done |
Feature |
Progress |
metal |
Done |
matte |
Done |
glass |
Done |
mirror |
Done |
substrate |
Done |
disney |
Done |
hair |
Planned |
BSSRDF |
Planned |
Feature |
Progress |
Thin-Lens Cameras |
Done |
Realistic Cameras |
Planned |
Fish-Eye Cameras |
Planned |
Geometry surface(for light map baker) |
Planned |
Feature |
Progress |
Diffuse Area Lights, emission |
done |
HDRI Environment Maps |
done |
Uniform-Distribution Light Selection Strategy |
done |
Power-Distribution Light Selection Strategy |
Planned |
BVH Light Selection Strategy |
Planned |
Feature |
Progress |
GPU |
Done (with CUDA + OptiX) |
CPU |
Done (with embree) |
Feature |
Progress |
Blender |
working |
3DS Max |
Planned |
Part of the scene comes from https://benedikt-bitterli.me/resources/
wavefront pt + independent sampling + pinhole camera on GPU
wavefront pt + independent sampling + thin lens camera on GPU
wavefront pt
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