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
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Thank You for Playing!
Thank You for Playing!

