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RayTracing

Demo here https://atul-mourya.github.io/RayTracing/

TODO:

Bug:

  • transmission value change does not impact the transmission intensity
  • denoiser not working well with full resolution path tracing

Feature:

  • add custom floor with shadow catcher
  • implement transparent background support
  • implement subsurface scattering
  • implement auto focus based on object distance
  • implement volumetric rendering
  • caustic support
  • implement high res environment map selection option
  • implement custom environment map support
  • improve adaptive sampling performance
  • Dynamic BVH update
  • Hybrid Rendering
  • offsreen canvas rendering
  • refactor lights and pass as data texture instead of uniform buffer

Refactor:

Resources and reads

Plan for Hybrid Rendering:

Here's how the hybrid approach works in practice:

  • Initial Render: If rasterization is enabled, the scene is first rendered using traditional rasterization techniques. This provides an immediate, albeit less accurate, representation of the scene.
  • Low-Resolution Path Tracing: A low-resolution path-traced version of the scene may be computed quickly and blended over the rasterized version.
  • High-Resolution Path Tracing: The full resolution path tracing begins, progressively refining the image quality over multiple samples.
  • Blending: As the path-traced image improves in quality (i.e., as more samples are computed), it is gradually blended over the initial rasterized or low-resolution path-traced image.
  • Final Result: Eventually, the fully path-traced image replaces the initial render, providing a high-quality, physically accurate representation of the scene.

model sources:

https://skfb.ly/oMGoU https://api.physicallybased.info/operations/get-materials

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