University of Pennsylvania, Advanced Computer Graphics
The code is implemented according to principle and source code of book "Physically Based Rendering: From Theory to Implementation, Third version", by Matt Pharr, Wenzel Jakob, and Greg Humphreys
- Monte Carlo Path tracing
- Multiple Importance Sampling
- Different Integrators, including Naive Integrator, Direct Light Integrator and FullLight Integrator
- Differenet BSDF Models,including Lambertian,Orennayar,Specular, Glossy, Transmission, and Microfacet
- Different Light sources, including arealight, pointlight, spotlight and distant light
- Acceleration Structure, including BVH tree and K-D Tree
- Len-based Camera
- Implicit surface rendering
- Volumetric Media