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Path Tracer based on Peter Shirley's ray tracing book series.

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Path Tracer

Development of a Path Tracer on my free time based on Peter Shirley's ray tracing book series.

The project goal was to learn the basics of ray/path tracing algorithm through C++ implementation.

Figure 1: random scene render with 5000 samples and 50 bounces

RandomScene

During my journey into ray tracing with those books, I learned a lot of things and not only on ray tracing. In general, explanations in the book are rather concise. And since I want to have a clear understanding of how things work I also used resources on the internet to delve into certain topics.

I learned about Acceleration Structure and more specifically Bounding Volume Hierarchy: how it works, why we need it in rendering and how to implement it. I used Axis-Aligned Bounding Box (AABB) and a binary tree for the BVH.

I understood how Noises work in general with a focus on Perlin Noise.

Figure 2: complexe scene render with 10000 samples and 50 bounces

ComplexeScene

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Path Tracer based on Peter Shirley's ray tracing book series.

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