Path-Tracing Workshop Part 1
Path-Tracing Workshop Part 1
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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
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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