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Path-Tracing Workshop Part 1

Path-Tracing Workshop Part 1

@IntelDevTools

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Overview

This is part one of a two-part workshop for writing your own path tracer in the OpenGL* Shading Language (GLSL) using Shadertoy. The workshop consists of a presentation that guides you through each step, interspersed with exercises.

This workshop shows how to:

  • Implement ray tracing in software on the GPU.
  • Use GLSL, Shadertoy, camera models, ray-triangle intersection tests, and ray-mesh intersection tests.
  • Deliver the result: a rendered image without any shading.

 

Prerequisites

  • A browser
  • Some experience with C-like programming languages and basic vector math (for example, matrix-vector products)

 

Speaker

Christoph Peters is a graphics researcher at Intel. He has done real-time rendering research for a decade with recent work focusing on important sampling strategies for real-time path tracing. He has also lectured at Karlsruhe Institute of Technology for interactive computer graphics. Christoph holds a PhD in computer graphics and a master of science in computer science from the University of Bonn.

 

Featured Software

Get the Intel® Rendering Toolkit: Powerful, open source libraries for high-fidelity rendering and visualization applications.

 

Additional Resources

  • Presentation Slides
  • Hello Shadertoy
  • Exercises
    1. Primary Rays
    2. Ray-Triangle Test
    3. Ray-Mesh Test
  • Exercise Solutions

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Intel® Rendering Toolkit

Push the boundaries of high-performance, high-fidelity visualization applications on CPUs and GPUs with this set of rendering and ray tracing libraries.

 

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Path-Tracing Workshop Part 2

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