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danangell.com
| | www.jakobmaier.at
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| | In this project I wrote a monte-carlo path tracer in C++ with some nice features, including mesh rendering, direct light sampling and various different materials.
| | pointersgonewild.com
4.5 parsecs away

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| | Accelerating Real-Time Path Tracing
| | www.dusterwald.com
4.8 parsecs away

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| | Path tracing is all the rage in the offline rendering space these days. From Cycles to SuperFly (based on the open source Cycles) to Octane, most new rendering engines seem to be using this technology. Sometimes referred to as "unbiased, physically correct rendering" what is path tracing, how is it different to ray tracing and is it the future of high quality offline rendering? I will be looking to answer all of those questions in this blog post for anyone... Read More Read More
| | morad.in
25.6 parsecs away

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| Foreword After my previous articles I started looking for another game to dive into and I ran into the demo version of Shadows of the Tomb Raider. I thought the rendering of this game is probably already really interesting but with the recent patch to enable raytraced shadows it made it an even better target. [...]