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A pathtraced renderer written for iOS in Metal and Swift

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Metal Pathtracer

Metal implementation of my first pathtracer https://github.com/adellari/Pathtracer/

Roadmap

  • Diffuse & Specular BRDF

  • Transparency/translucency BSDF

  • HDR Rendertarget

  • Triangle Support

  • Realtime Object editing

  • Pinhole -> Real lens with Depth of field

  • Implement Intel Open Image denoiser (contributed OIDN iOS build configuration, added to OIDN v2.3.0)

  • GLTF import via GLTFKit (Primitives: Complete, Materials: Upcoming, Texturing: Upcoming)

  • Bounding Volume Heirarchy (BVH) acceleration (In-progress)

  • Multiple Importance Sampling

  • RGB Channel Sampling -> Spectral Sampling

  • Switch to MTKView

Progress Captures

Object Editing (Added 04/29/24)

material-edit1.mp4

06/28/24 Mesh Renderered w/ Environment Lighting

06/28/24 Mesh Rendered w/o Environment Lighting

06/23/24 Debugging BVH Traversal
screen shot 2017-08-07 at 12 18 15 pm
05/30/24 GLTF Primitive Loading
screen shot 2017-08-07 at 12 18 15 pm
05/23/24 Environment Lighting via Skybox
Initial metal render to texture
05/09/24 OIDN denoiser at 50 spp
screen shot 2017-08-07 at 12 18 15 pm
04/30/24 Depth of Field Support (far fPoint)
screen shot 2017-08-07 at 12 18 15 pm
04/30/24 Depth of Field Support (near fPoint)
Initial metal render to texture
04/29/24 Scene Material Editing
screen shot 2017-08-07 at 12 18 15 pm
04/24/24
screen shot 2017-08-07 at 12 18 15 pm
04/24/24 Transparent BSDF
Initial metal render to texture
04/09/24

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A pathtraced renderer written for iOS in Metal and Swift

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