This shader is a proof of concept to find out if I could create a “typical” Shadertoy shader, i.e. a shader that renders a non-trivial animated 3D scene, by using a ray tracer instead of the commonly used raymarching techniques.
Ray Tracing – Primitives
I created a reference shader with ray-primitive intersection routines on Shadertoy. A simple path tracer is used to visualize the scene.
Wolfenstein: Ray Tracing On using WebGL1
Since the introduction of the Nvidia RTX graphics cards last summer, ray tracing is back again. In the last months, my Twitter feed flooded with a continuous stream of RTX On / RTX Off comparisons.
Yet another Cornell Box
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.
Raytracing: the next week
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.
Raytracing in one weekend
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.
Old watch: a WebGL path tracer
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).”
More spheres
Just a repost of one of my first shaders on Shadertoy. This is a simple realtime path tracer, implemented in a WebGL fragment shader. The shader shows motion blur, depth of field and importance sampling.