Hello! Welcome to my third and final post on my GPU-accelerated Path Tracer in Rust. In the last post, we implemented all of the logic necessary to build a true path tracer. Problem is, even on the GPU it’s terrifically slow. This post is (mostly) about fixing that.
But first, we need to fix a bug or two, because I goofed. *sad trombone*
Step -1: Fixing Bugs /u/anderslanglands on Reddit pointed out that, since I’m using Cosine-weighted Importance Sampling, I need to do some extra math to avoid biasing the results.
Hello, and welcome to part two of my series on writing a GPU-accelerated path tracer in Rust. I’d meant to have this post up sooner, but nothing ruins my productivity quite like Games Done Quick. I’m back now, though, so it’s time to turn the GPU ray-tracer from the last post into a real path tracer.
Tracing Paths As mentioned last time, Path Tracing is an extension to Ray Tracing which attempts to simulate global illumination.
Well, it’s that time again. This is the start of a second series of articles on raytracing in Rust following on from my previous series. This time, I’ll be doing all of the rendering on a GPU using Accel - see my previous post on Accel. I thought this would be a good project for learning about GPU programming, see.
Second, this time I want to write a path tracer, rather than a raytracer.