WIP. Working on a path trace engine to raytrace meshes. Implemented using HLSL compute shaders in Unity3D.
Currently implemented:
- Opaque materials.
- Raytracing for perfect planes and spheres.
- Phong specular reflections.
- Lambert diffuse relections.
- Importance sampling to speed-up convergence.
- Pathtracing for meshes from Unity gameObjects.
To do:
- Non-opaque materials.
- Directional lights + multi-importance sampling.