Kelemen-style Metropolis Light Transport on the GPU

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Most available production renderers implementing Metropolis Light Transport use the Kelemen mutation on top of Bidirectional Path Tracing. This video shows my initial attempt at a GPU implementing of such an algorithm. This is still a work in progress. It already supports the basic features: BDPT including explicit connections with the lens , Multiple Importance Sampling and Metropolis Light Transport.

Some details for those interested...
Render Resolution: 1280x720
Maximum path depth: 16
GPU: GeForce GTX 470
GPGPU Framework: CUDA
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Hmm maybe this will be very fast on new rtx video card. Impressive work 👍 very beautiful caustics and everything else.

eclairesrhapsodos
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I love path tracers, the posibilities are exciting.

GleiryAgustin
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Caustics on a GPU, I'm impressed.

EFE
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@Dietger86

hehe, that's fantastic! This is really groundbreaking stuff, keep posting videos please!

SuperGastrocnemius
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now do realtime pathtracing with an rtx card PLEASE

Jomoko
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Amazing speed, image quality and caustics (and 720p!)

Magnificent work! How many triangles does this scene contain?

SuperGastrocnemius
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Very cool! Median filters are ideal for mitigating sampling noise, using one on the final output image could drastically improve perceived quality very cheaply. Considering that you're progressively rendering the scene, I'd make the median filter kernel size a function of sample density.

kctess
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@Dietger86
Dissapointed. But glad development is ongoing.

ChazZeromus
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Is there a book for this? I'm interested. Caustics on GPU D:

ChazZeromus
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