A GPU-based path tracer inspired by Ray Tracing in One Weekend, implemented with modern C++ and Vulkan compute shaders.
Ray generation, intersection tests, material scattering, and pixel sampling are performed in a Vulkan compute shader, with the resulting image presented through a fullscreen triangle.
- Sphere, quad, and volume intersection
- Lambertian, metallic, and dielectric materials
- Reflection/refraction
- BVH
- Anti-aliasing
- Texture mapping
- Gamma correction
This project is licensed under the BSD 3-Clause License. See the LICENSE file for details.
