@MomentsInGraphics @c0de517e Sad ! being caught in work I dont think I will be able to finish paper I wanted to submit to HPG :( seems I have to go for JCGT. Working full time in non research team and find time to publish is sooooo hard :(. Though looking forward to all cool work and all the best with conference!
@neilhenning @aras @wolfpld I can empathize with you. You have spent 20+ years and have seen Unity grow from infancy. I hope you will be able to detach yourself and move on. I come from country where we have sunlight 12 hours a day 365 days. So coming to Canada hits me really bad. What I found useful is going out right as I wake up. Doesnt matter what I do most of the time I just take coffee and sit. Second is having a hobby for me music helps. So I keep learning musical instruments. Take Care!
@yiningkarlli I am really happy and humbled that you noticed my work :). Thanks alot for your kind words, means a lot coming from you!
@yiningkarlli your hobby project Takua renderer and your website was the reason I got interested in path tracing :) . I still cant forget the beautiful renders on that website. I still remember I showed it to my friend and we both said its surely not possible to the point we thought its fake :)
@dbat thanks a lot for suggestion. I will try to do that😊
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