Realtime Stochastically Sampled GPU Raytracer
Final group project for CS123 Computer Graphics with Andy van Dam at Brown University, Fall 2016. Group: Kenji Endo, Luci Cooke, Emma Herold. We wrote a realtime GPU raytracer with stochastic sampling, ambient occlusion, normal mapping, and depth of field. We were inspired in functionality and UI by mental ray and Renderman's IPR in Maya, aimed to allow the user to modify the scene in realtime (camera position, lighting), with the image converging over time. I was responsible for migrating raytracing logic from the CPU to the GPU, the framebuffer pipeline, stochastic sampling, and normal mapping.
Written in C++ and GLSL with OpenGL and QtCreator.
Fall 2016. Filed under Computer Graphics, Code.