
Path Tracer
C++
This is my implementation of a physically-based renderer using the path tracing algorithm, which can create physically accurate images by using recursive ray bounces to converge at an unbiased estimate of a scene's lighting. This project was done for my advanced graphics course.
Features
- Four basic BSDFs:
- Ideal Diffuse
- Glossy Specular
- Ideal Specular
- Dielectric Refraction (with Fresnel Reflection)
- Indirect Illumination
- Color bleeding
- Caustics
- Event Splitting (Direct Illumination)
- Soft shadows
- Tone mapping
- Attenuated refracted paths
- Stratified sampling
- Low-discrepancy sampling (using the Halton sequence)
- BRDF importance sampling
Code is password-protected. To request access, email me at nlahlaf@gmail.com