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#pbrt#raytracing#gpurendering

pbrt-v4 code walkthrough

Matt Pharr

310 subscribers • 1 video on Hallway

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  • Recommended by 2 people: 2 in engineering communities.
  • Presented by Matt Pharr

Advanced. Deep dive for people who know the field.

6.8K views6 years ago2 recommendations

Graphics and audioSystems programmingRenderingGPUs, shaders and CUDAC++

Matt Pharr walks through the source code of pbrt-v4, highlighting changes to the system organization and the GPU backend.

A walkthrough of the source code to pbrt-v4, focused on changes to the system organization since pbrt-v3, with particular attention to the GPU backend.

Why it's here

2 people recommend this

What people say. Recommended as a walkthrough of a production-grade GPU/CPU ray tracer.

Moments people linked to

u/htodorovin r/GraphicsProgramming • Recommends

Code walkthrough of the early release of pbrt-v4 by Matt Pharr

u/pibeacin r/GraphicsProgramming • Recommends

On “Hoby Raytracer”

Thanks, yes the light calculation are simple. 1 sample per pixel, max 5 bounce, no textures, no GI, no medium nor transmittance... here's a gpu/cpu comparison from the master... with a real raytracer :) [video
1View on Reddit