Understanding Cuda Raytracer In Progress
Let's dive into the details surrounding Cuda Raytracer In Progress. The good part: I implemented basic materials with diffuse textures. The bad part: It revealed an error in my kd tree implementation.
Key Takeaways about Cuda Raytracer In Progress
- Github repository: https://github.com/KarelTomanec/PathTracerCUDA Author: https://www.linkedin.com/in/kareltomanec ...
- I was experimenting with how to generate random values in my kernel, and more specifically how to generate different random ...
- Fixed the depth issue from my previous video. As I guessed it was an error in the traversal of the kd tree. I am back to rendering ...
- Increased performance from ~25ms to ~8ms by using kdtree for mesh intersections.
- FINALLY integrated into the original source code. Obviously alot of stuff missing that hasn't been migrated yet.
Detailed Analysis of Cuda Raytracer In Progress
CUDA Now able to load and render 3d meshes. Use
So I just completed the next task on the list, which was mesh instancing. So now I can place multiple instances of the same mesh ...
That wraps up our extensive overview of Cuda Raytracer In Progress.