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
A physically-based deferred renderer in OpenGL and GLSL, with diffuse and glossy convolution for environment map reflections on materials with roughness and metallic factors, and deferred rendering for screen space reflections
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.