Hi all,

I have rewritten my renderer from scratch because the old code was too ugly to add anything useful on top of it . The new design is mainly based on pbrt , I’m also being inspired by other open source ray tracers like Picogen and LuxRender .

It now uses a sah based kd tree with a buildingĀ  complexity of O (nlog(n)^2) to make the geometry intersection tests faster , I also made it multithreaded thanks to the simplicity of openmp.

Unfortunately even with these improvements my ray tracer struggles in scenes with strong indirect illumination , so I added metropolis light transport as proposed by Kelemen et a.l. , the result is impressive despite the fact that my implementation is unstable :

And another render showing the glossy dielectric material ( image rendered with path tracing + explicit direct light connection )

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