Computer graphics programmers hello world Software Ray Casting. New tutorial page on both web Assembly and Ray Casting. Both on Medium and here!
Full spectral rendering using stochastic progressive photon mapping
After Toshiyas visit we finally got around to implement a cuda version of his great progressive photon mapping. It needs a lot of photons to converge, but it is really cool for caustics!
We have been experimenting with image based lighting and importance sampling of a HDRI maps – as well as unifying our various ray trace related techniques into a single framework (codename: Cyclops). This framework is to be used for some of our future ray trace related projects, e.g. quick rebuild of acceleration structure as well as predictive rendering. … oh, and everything is GPU based – coded from the ground up (Cuda and OpenCL).