Path-Tracing Workshop Part 2
Path-Tracing Workshop Part 2
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Overview
This is part two 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:
- Build on your ray tracer from Part 1 and implement a path tracer that renders a scene with full global illumination.
- Learn about fundamental concepts in physically based rendering such as global illumination, radiance, the rendering equation, Monte Carlo integration, and path tracing.
- Implement the Monte Carlo integration, and use it to compute direct illumination.
- Write your path tracer.
Prerequisite
Speaker
Christoph Peters is a graphics researcher at Intel. He has done real-time rendering research for a decade with recent work focusing on importance 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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