This project has been deleted.
My second attempt at designing a pathtracer, this time with cleaner code and hopefully more features!
Draedon
Check their projects out: Ocean Simulation, Double Pendulum, Path Tracer
rayne cloudy
Check their projects out: NekoMIDE, my new website, scratch.js, rayne's fs
Once you ship this you can't edit the description of the project, but you'll be able to add more devlogs and re-ship it as you add new features!
Spent some more time on it and there's definitely a bug somewhere but it looks more correct than it used to!
importance sampling for cosine theta term; multi-sample and temporal anti-aliasing; specular, diffuse, and semi-diffuse reflections; area lights; arbitrary camera positions.
Well, it's certainly been a while! My laptop charger broke so i couldn't use my laptop for a few days; But luckily i got a new one and got to work on this for a little bit
Anyway, lambertian diffuse
Got a bunch of work done today! Started adding a quick thingy that writes the preprocessed files to an output file so I can see which line the compiler errors are referring to because without that debugging is hell :3 no real images to show this time so here's an otter
First devlog post!!
This project is my second attempt at making a working implementation of the Monte Carlo Pathtracing technique in OpenGL. My first iteration suffered from some serious overcomplication because for whatever reason I decided I also need to write a wrapper for OpenGL before I could use it??? To this day I have no idea why I did that, and I never intend to use the wrapper ever again anyway. Anyways, the point is, this time I intend to make my code much cleaner and more concise, as well as adding new features like more types of materials and possible switching to compute shaders and adding BVH for acceleration. Currently, however, my first task is to, you know, actually make it work. At the moment I'm fighting an uphill battle to figure out why my reflection functions are all wrong, as shown in the attachment.