A implementation of a sphere raytracer, running almost entirely on the gpu.
- Realtime rendering with a simple scene editor included; this means camera, materials, as well as the spheres are changable in real time.
- PBR based materials (though not even close to being complete)
- GPU driven raytracing, vastly increasing the performance in contrast to cpu-side rendering
The implementation wouldn't have been possible without the following resources:
- A good beginner implementation Ray Tracing in One Weekend
- The chernos raytracing code/series found here
- The well-known GPU gems from nvidia