A hardware-accelerated Monte Carlo pathtracer in C++, Vulkan RT, and Slang, with glTF scene loading, a physically-based BSDF with refraction, depth of field, normal mapping, and image-based lighting
A Vulkan-CUDA interop render engine with a real-time Vulkan viewport and a pathtraced CUDA view, with support for glTF files and physically-based materials
An OpenGL GLSL Monte Carlo Pathtracer featuring diffuse and specular reflective and transmissive materials, compound BSDFs (e.g. glass), multiple importance sampling (MIS), and depth of field via thin lens approximation.