Yong He

Project - RayTrace2

This is my second attempt in writing a ray tracing renderer. It's written in C++ using Parallel Programming Library offered in Visual Studio 2010. Currently the renderer is running on CPU but I'm working on moving critical parts to GPU, exploiting heterogeneous computing resource. The infrastructure supports both non-physically based and physically based rendering. Implemented features include SAH kd-tree accelerated triangle mesh tracing, anisotropic texture filtering, standard shaders (reflection/refraction, lambertian lighting, etc.) and photon mapping for global illumination (combined with importance tracing and pre-computed irradiance). The system is designed to be easily extensible, and more shaders and features are pending.

I'm still working on this project in my spare time. For now, I'm refactoring the system to support breath-first ray tracing, which is GPU friendly. Upcomming objectives are caustics photon map, irradiance caching, geometry instancing and other BRDF shaders.

You may download the source code at http://yongsprojects.codeplex.com

Following are some results with the configuration and render time annotated.

Sponza

Sponza. Original image in 1920*1080. 8x MSAA, 32 final gather rays per sample. 1M stored photons. Rendered in 9 minutes on a Core i7 870.
Scene modeled by Marko Dabrovic.

Conference Room

Conference room. Original image in 1920*1080. 16x MSAA, 64 final gather rays per sample.
40 point lights, 1M stored photons. Rendered in 20 minutes on a Core i7 870.

Menger Sponge

4th order Menger Sponge. Original image in 800*600. 8x MSAA, 32 final gather rays per sample.
1 directional light, 500K photons. Rendered in 20.2 seconds on a Core i7 870.

Kd tree tracing debugging program

A tool writen specifically to debug the kd-tree tracing process. The best way to debug a program is try to visualize the entire process.
This tool highlights the node traversed in each tracing step.