(Final scene from Ray Tracing in a Weekend, rendered in 0.1s on an NVIDIA TITAN V)

A raytracer written in C and CUDA. My eventual goal is to efficiently render a set of benchmark scenes, though it might take a lot of work. I write from scratch as much as possible, including the parsers for asset files.
Some features:
- GPU-specific optimisations like LBVH
- Hand-written .obj and .ply parser
Features I want to include:
- .pbrt/.pfm/.tga parsers
- Incorporate more sophisticated rendering techniques (i.e. read through pbrt and research papers)