Assignment 5: Monte Carlo Path Tracer
Path Tracer
Ahmed Owainati (ef) & Jeremy Cowles (cc)Path Tracing References Acceleration Structure References
- - A Fast Voxel Traversal Algorithm for Ray Tracing, Amanatides & Woo
- - Ray-Specialized Acceleration Strutures for Ray Tracing, Hunt et al.
- - Russian Roulette sampling
- - Diffuse surfaces
- - 3D-DDA style voxel traversal (not fully functional)
- - Uniform Grid acceleration (not fully functional)
- - Projection transformed Uniform Grid acceleration (not fully functional)
We originally wanted to create a specialized acceleration structure
in which a
uniform grid is transformed via the projection matrix to create a grid
aligned to
each primary ray. Unfortunately, after many hours of work, we were
unable to get this
acceleration structure working correctly. The remnants of the
implementation are visible
in our framework, however it is disabled at runtime due to bugs and a
lack of time to
complete it.
Samples per Pixel: 1
Samples per Pixel: 10
Samples per Pixel: 100
Samples per Pixel: 200
Samples per Pixel: 1
Samples per Pixel: 10
Samples per Pixel: 50
Samples per Pixel: 100
Area Lights - Samples per Pixel: 200
Area Lights - Samples per Pixel: 400