Comments (1)
Hi @procedural ,
Thanks so much for the kind words! I can't really take credit for the various ray/path tracing techniques used in this project - some of them have been around since the 1980's. But I guess what I have a knack for is finding the right pieces/algorithms out in the wild and being able to fit them together and fine tune them to get what I want. :-)
My inspiration for this project is the incredible Brigade 1/2/3 path tracing engine now developed by OTOY. You can see videos of it in action all over YouTube. They are using multiple high-end GPUs and the latest NVIDIA ray tracing kernels (similar to my WebGL path tracing fragment shader, but much more optimized for CUDA tech), as well as BVH acceleration data structures. My hope is to one day be able to load large triangular meshes in my engine and have it run at 30 to 60 fps.
Thanks again for the encouragement. I'm currently looking into different BVHs to get towards what Brigade 1 and 2 could do (trying to find another piece of the puzzle to fit together - ha ha).
Keep checking back!
-Erich
from three.js-pathtracing-renderer.
Related Issues (20)
- muti material not supported
- WebGPU port HOT 3
- More abstractions HOT 9
- Using more information from earlier samples HOT 3
- More samples per frame option HOT 63
- More compatibility with three js APIs HOT 2
- Stop a caustic ray if it crosses a surface HOT 3
- Just wondering how you handled something HOT 14
- Blue noise HOT 8
- GLTF viewer textures HOT 3
- sampler2D array HOT 14
- How to use this pathtracer in Freeciv 3D version? HOT 2
- [question] how to debug glsl in chrome? HOT 2
- GLTF_Model_Viewer didn't get the right result? HOT 6
- How to incorporate it into project? HOT 9
- statistical tool: bootstrapping
- Shadow Catcher HOT 1
- Support for a THREE.ParametricGeometry HOT 1
- GLTF_Viewer is not able to load textures HOT 1
- image stretched for BHV point light source HOT 2
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from three.js-pathtracing-renderer.