Sunday, October 7, 2012

Introduction

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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