I created a reference shader with ray-primitive intersection routines on Shadertoy. A simple path tracer is used to visualize the scene.
Since the introduction of the Nvidia RTX graphics cards last summer, ray tracing is back again. In the last months, my Twitter feed got flooded with a continuous stream of RTX On / RTX Off comparisons.
Yet another Cornell Box: a path tracer in a single fragment shader on Shadertoy. Direct light sampling is used to reduce noise. The scene is rendered using 12 samples per pixel.
This is an experiment in drawing a simple procedural city. The basis of the city was initially a Rhombille tiling (2D). By drawing randomly placed doors and windows on each hexagon, the illusion of a 3D city is created.
By combining the webcam texture and the WebVR functionality of Shadertoy, I was able to create two “Augmented Reality” fragment shaders.
It’s the next week so time for “Raytracing: the next week” by Peter Shirley. Again, I implemented some of the chapters of the book in four shaders on Shadertoy.
I know I’m a bit late to the party, but I had a lot of fun reading “Ray tracing in one weekend” by Peter Shirley yesterday. I implemented some of the chapters of the book in four shaders on Shadertoy.
A simple path tracer is used to render an old watch. The old watch scene is (almost) the same scene as rendered using image-based lighting in my Shadertoy shader “Old watch (IBL)“.