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matthewearl.github.io | ||
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www.sjbrown.co.uk
[AI summary] This post details the initial implementation and performance testing of a classical path tracer algorithm using NVIDIA CUDA on a GeForce 9500 GT graphics card. |
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wwwtyro.net
[AI summary] The provided text is a detailed explanation of a fragment shader implementation for path tracing in a WebGL application. It includes code for rendering a caffeine molecule, using ping-pong framebuffers for accumulation, and displaying the final result. The explanation covers the ray-sphere intersection, ray-plane intersection, and the overall structure of the shader program. The text also includes functions for resetting and resizing the canvas, as well as a loop for continuous rendering. |
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www.jallmenroeder.de
[AI summary] The author shares their educational journey and implementation details of creating a path tracer using the C++ framework Nori, progressing from basic geometry to advanced lighting techniques like multiple importance sampling. |
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simoncoenen.com
A graphics study of Doom Eternal |
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