Metal implementation of my first pathtracer https://github.com/adellari/Pathtracer/
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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)
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Bounding Volume Heirarchy (BVH) acceleration (In-progress)
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Multiple Importance Sampling
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RGB Channel Sampling -> Spectral Sampling
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Switch to MTKView