Hello! Welcome to my third and final post on my GPU-accelerated Path Tracer in Rust. In the last post, we implemented all of the logic necessary to build a true path tracer. Problem is, even on the GPU it’s terrifically slow. This post is (mostly) about fixing that. But first, we need to fix a bug or two, because I goofed. *sad trombone* Step -1: Fixing Bugs /u/anderslanglands on Reddit pointed out that, since I’m using Cosine-weighted Importance Sampling, I need to do some extra math to ...| bheisler.github.io
Well, it’s that time again. This is the start of a second series of articles on raytracing in Rust following on from my previous series. This time, I’ll be doing all of the rendering on a GPU using Accel - see my previous post on Accel. I thought this would be a good project for learning about GPU programming, see. Second, this time I want to write a path tracer, rather than a raytracer.| bheisler.github.io