This is a CPU pathtracer written as my second project in my first year at the Breda University of Applied Sciences' games programming course over the course of 8 weeks. Built using Visual Studio, .sln file is in the Raytracer folder.
- Realtime preview with camera controls and configuration
- Bounding Volume Hierarchy acceleration structure based on Igno Wald's 2007 paper On fast Construction of SAH-based Bounding Volume Hierarchies, for triangle meshes and top level acceleration structure.
- Tile-based multithreading
- HDR environment maps
- Spherical area lights
- Next event estimation
- Russian roulette path termination
- Cosine hemisphere importance sampling
- Mitchell-Netravali Reconstruction Filter
- Stratified sampling
- Nested dielectrics using a material stack
- Tonemapped, sRGB corrected dithered output
- microui based user interface
- Render to bitmap