Parallel Path Tracer (C++)

Parallel Path Tracer (C++)

Parallel Path Tracer (C++)

A physically based renderer written in C++ using Monte Carlo path tracing and importance sampling for global illumination.

Supported Features:

  • Multithreaded rendering using C++17 execution policies and custom thread pool implementation

  • Homogeneous and heterogeneous participating media support using NanoVDB

  • Depth of field, motion blur, and configurable aperture shapes

  • Custom texture mapping and UV unwrapping pipeline

  • BVH acceleration structures for efficient ray traversal

A physically based renderer written in C++ using Monte Carlo path tracing and importance sampling for global illumination.

Supported Features:

  • Multithreaded rendering using C++17 execution policies and custom thread pool implementation

  • Homogeneous and heterogeneous participating media support using NanoVDB

  • Depth of field, motion blur, and configurable aperture shapes

  • Custom texture mapping and UV unwrapping pipeline

  • BVH acceleration structures for efficient ray traversal

A physically based renderer written in C++ using Monte Carlo path tracing and importance sampling for global illumination.

Supported Features:

  • Multithreaded rendering using C++17 execution policies and custom thread pool implementation

  • Homogeneous and heterogeneous participating media support using NanoVDB

  • Depth of field, motion blur, and configurable aperture shapes

  • Custom texture mapping and UV unwrapping pipeline

  • BVH acceleration structures for efficient ray traversal

Type

Graphics API, Graphics Programming

Type

Graphics API, Graphics Programming

Reading Time

<1 minute

Reading Time

<1 minute

Written

11.26.25

Written

11.26.25

Tools

CMake, Git, Visual Studio Code

Tools

CMake, Git, Visual Studio Code

Figure 1: Final Snapshot Homogenous Mediums (CT Scan)

Figure 1: Final Snapshot Homogenous Mediums (CT Scan)

Figure 2: Snapshot of Normal / Occlusion Mapping Integration

Figure 2: Snapshot of Normal / Occlusion Mapping Integration

Figure 3: Glass and Reflective Surfaces with a Planar Light Source

Figure 3: Glass and Reflective Surfaces with a Planar Light Source

Figure 4: Depth of Field and Motion Blur

Figure 4: Depth of Field and Motion Blur

Thank You for Playing!

Jaden Halevi

jadenhalevi@gmail.com

Jaden Halevi

Thank You for Playing!

Jaden Halevi

jadenhalevi@gmail.com

Jaden Halevi

Thank You for Playing!

Jaden Halevi

jadenhalevi@gmail.com

Jaden Halevi