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Ray Tracing and GPU nerd.. GPU and RT @Qualcomm.. Ex AMD.
Githubhttps://github.com/Niravaana
Here I cover basics of how light modeled i.e light as particles travelling in straight line, assumptions with geometric optics, cosine law, intuitive derivation to rendering equation as integral over solid angle.
I am a self taught graphics programmer. I learnt path tracing/re learnt it and iterated it over and over many times. I had many gaps in my knowledge. I went back and back till time I find my self in position where I can teach someone. I meant to write blog posts someday but with my current workload it seems it will take time so I am sharing poor mans notes here and hoping someone will find it useful. I will release them in parts.

Here is the implementation for Single pass LBVH based on the paper "Fast and Simple Agglomerative
LBVH Construction" : https://github.com/Niravaana/HIP-BVH-Construction/blob/main/src/SinglePassLbvh.cpp

You can also find two traversal methods there if/if and while/while based method as discussed in research paper "Understanding the Efficiency of Ray Traversal on GPUs". More methods from this paper will be added along the way.

HIP-BVH-Construction/src/SinglePassLbvh.cpp at main · Niravaana/HIP-BVH-Construction

This is reference implementation for research paper ero Karras, "Maximizing Parallelism in the Construction of BVHs, Octrees, and k-d Trees", High Performance Graphics (2012) - Niravaana/...

GitHub