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Lead V3

Because 3rd times the charm!!! Following PBR Book, 3rd edition

Sample outputs of the renderer (1024x1024)

Output of the volume path tracing integrator rendering a heterogeneous medium shaped like a cloud devil, 64 samples per pixel

Volume Path Tracing Integrator Output with a Heterogeneous Medium shaped like a Cloud

Output of the volume path tracing integrator rendering a heterogeneous medium shaped like a dust devil, 64 samples per pixel

Volume Path Tracing Integrator Output with a Heterogeneous Medium shaped like a Dust Devil

Output of the volume path tracing integrator on a cornell-box-like input with a heterogeneous medium shaped like a Blender Monkey, 64 samples per pixel

Volume Path Tracing Integrator Output with a Heterogeneous Medium shaped like the Blender Monkey

Output of the volume path tracing integrator on a cornell-box-like input with a specular sphere that has a homogeneous medium inside it, 64 samples per pixel

Volume Path Tracing Integrator Output with a Fresnel Sphere with an Occupying Homogeneous Medium

Output of the path tracing integrator on a cornell-box-like input. 144 samples per pixel

Path Tracing Integrator Output

Another output of the path tracing integrator on a cornell-box-like input with a glass sphere in the center. 144 samples per pixel

Path Tracing Integrator Output with a Glass Sphere

Output of the direct-lighting integrator on a cornell-box-like input. 144 samples per pixel

Direct Lighting Integrator Output

Output of the color integrator on the cornell-box-like input. 144 samples per pixel

Color Integrator Output

Output of the normal renderer, which on intersection, converts the normal at intersection point to a color. 4 samples per pixel

Normal Renderer Output

  • Added Basic Maths
  • Added Vectors, Normals, Points, Bounding Boxes
  • Added Interaction and Surface Interactions
  • Added Shapes
  • Added Sphere
  • Added XML loading
  • Add meshes
  • Added BVH Acceleration Structure
  • Added benchmark between brute force and BVH
  • Added Triangle Meshes (including loading)
  • Added a test scene of loading and rendering an image
  • Added Camera Enum and Orthographic Camera
  • Added Sampler Enum and Stratified Sampler
  • Added Transform handling to scene
  • Add Filters and Film
  • Added scene loading to filters and films
  • Added Lights and Point Lights
  • Added Light loading to scene
  • Integrators to come and Sampling
  • Added integrators to scene loading and handling
  • Calling Render just works
  • Added saving to png/exr/ppm option (by inputting filename)
  • Added Normal Integrator
  • Scene handles primitives not shapes now
  • Fixed a bug in computing bsdf at intersected
  • Added Area Light and Diffuse Area Light
  • Finish direct integrator
  • Added Perfect Mirror material
  • Added Checkerboard, UV, Constant, Scale Textures and added them to scene handling
  • Added Path Tracing renderer
  • Fixed a terrible bug in BxDF and BxDFt that swapped wo and wi
  • Added a glass material
  • Fixed the glass material
  • Added Homogeneous Medium, and HG Phase function
  • Added Volume Path Integrator
  • Added BSSRDF and Tabulated BSSRDF (dont really use it rn tho)
  • Added heterogeneous media
  • Added VDB loading
  • Added directional light
  • Fixed heterogeneous volume (scales properly now)
  • Add more lights, integrators, and so on...

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A pathtracing renderer that is an implementation of the PBR Book in Rust

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