GPU Raytracing renderer which runs in hlsl compute shader in unity. This project is implemented by pure hlsl vertex shader, fragment shader and compute shader in Unity, not using any raytracing shaders.
- Megakernel path tracing
- Wavefront path tracing
- Multiple importance sampling
- Physical Base Materials
- Split BVH acceleration structure by radeonray
- Woop ray/triangle intersection
- Raycone mipmapping
- Filter importance sampling
- HDRI Environment Maps
- Depth of field
We can convert the tungsten json format to our own format which is also using json. Use the python tool(unity-raytracing/Assets/RayTracing/Editor/convert_tungsten.py) for converting the tungsten scene. You can download the tungsten scenes at https://benedikt-bitterli.me/resources/ .
- pbrt-v3 (https://github.com/mmp/pbrt-v3.git)
- pbrt-v4 (https://github.com/mmp/pbrt-v4.git)
- pbr-book (https://www.pbr-book.org/)
- LumiRenderer (https://github.com/FaithZL/LumiRender)
- Ray Tracing Gems High-Quality and Real-Time Rendering with DXR and Other APIs
- Real-time Shading with Filtered Importance Sampling
- GLSL-Pathtracer (https://github.com/knightcrawler25/GLSL-PathTracer)
- Megakernels Considered Harmful: Wavefront Path Tracing on GPUs
- Texture Level-of-Detail Strategies for Real-Time Ray Tracing
- Realtime Ray Tracing of Dynamic Scenes on an FPGA Chip
- GPU-path-tracing-tutorial-4 (https://github.com/straaljager/GPU-path-tracing-with-CUDA-tutorial-4)