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Physically Based Rendering

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

Main features include:

  • 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

Some rendering results:

Custome Scene 1

Custome Scene 2

Custome Scene 3

Custome Scene 4

Custome Scene 5

Custome Scene 6

Custome Scene 7

Implicit Surface

Wahoo