A personal project with the aim of creating a GPU Accelerated Pathtracer using OpenGL
- Diffuse Rendering
- Specular Rendering
- Transmission and Refraction
- Polygons (Ray-Triangle Intersection)
- GPU Accelerated
First it started with some simple Ray-Sphere Intersections and Basic Diffuse Lighting in Shadertoy
Raytracing without Accumulation, Dot Product Diffuse Lighting

Accumulation Without Tone Mapping

Then I moved it to OpenGL, allowing much more advanced calculations, performance and controll
Ray-Triangle Intersection, Polygons

Transmission and Refraction, ImGUI

At last, there is a more composed scene viewed in many ways
Scene without Bloom with Blender Denoise and Glare applied

Scene with Bloom and Blender Denoise

I consider the results as satisfactory, there are still some features missing such as caustics, proper light transmission/refraction and Skybox, but the main objective has been achieved for now
- The Rendering Equation
- PBR
- Shader programming skills
- Understanding of how a modern renderer work
- Light interactions with objects and nature





