I was working on a CUDA ray tracer (http://cudaraytracer.blogspot.com/) as an initial stab into a GPU path tracer that I want to build. This is part of my GPU coursework at University of Pennsylvania.
I am using the GeForce GT 650M card with 384 Cuda cores.
Specifications can be found here.
I will be working off my ray tracer which was built on a base code provided by the TA for the class.
We need to implement the following features:
- Full global illumination (including soft shadows, color bleeding, etc.) by pathtracing rays through the scene.
- Properly accumulating emittance and colors to generate a final image.
- Supersampled antialiasing.
- Parallelization by ray instead of by pixel via string compaction.
- Perfect specular reflection.
Atleast 2 of the following features also need to be implemented:
- Additional BRDF models, such as Cook-Torrance, Ward, etc. Each BRDF model may count as a separate feature.
- Texture mapping
- Bump mapping
- Translational motion blur
- Fresnel-based Refraction, i.e. glass
- OBJ Mesh loading and rendering without KD-Tree
- Interactive camera
- Integrate an existing stackless KD-Tree library, such as CUKD (https://github.com/unvirtual/cukd)
- Depth of field
Alternatively, implementing just one of the following features can satisfy the "pick two" feature requirement, since these are correspondingly more difficult problems:
- Physically based subsurface scattering and transmission
- Implement and integrate your own stackless KD-Tree from scratch.
- Displacement mapping
- Deformational motion blur
Really excited to start off!!!
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