intro.mp4
A real-time physically-based ray tracer built with Vulkan's ray tracing extensions. This project implements advanced rendering techniques including PBR materials, reflections, refractions, and soft shadows.
This renderer uses shadow rays to determine light visibility at intersection points, resulting in realistic soft shadows. Area lights are sampled to create smooth penumbra effects.
| Hard Shadows (Point Light) | Soft Shadows (Area Light) |
|---|---|
This renderer employs recursive ray tracing to achieve realistic reflections on surfaces. It accurately simulates how light interacts with reflective materials, including the effects of surface roughness.
Using recursive ray tracing, this renderer simulates realistic light behavior through transparent materials. Shadowing takes into account the transparency of objects.
- Snell's Law: Accurate light bending through transparent materials
- Fresnel Reflectance: Angle-dependent reflection and transmission
- Beer-Lambert Absorption: Realistic color attenuation in volumetric materials
| Tranparency | Absorption (Beer-Lambert) |
|---|---|
- Cook-Torrance BRDF: Industry-standard microfacet-based lighting model
- Fresnel Effect: Realistic reflection behavior at grazing angles
- GGX Normal Distribution: Advanced specular highlights
- Smith Geometry Function: Accurate light occlusion from surface roughness
- Metallic/Roughness workflow: Intuitive material authoring
| Diffuse | Metallic | Glass | Marble | Semi-Transparent |
|---|---|---|---|---|