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.


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


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.

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