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a raytracer for GPUs

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rayt

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

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)

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a raytracer for GPUs

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