In the last couple of weeks I began researching into high quality global illumination rendering. I finally started reading “Physically Based Rendering” by Pharr et al., which was kindly donated by Luis Alvarado. A few months ago I devoured “Realistic Image Synthesis Using Photon Mapping” by Jensen; it’s an excellent book. I’ve been wanting to do this for a while now because GI is growing more relevant to real-time rendering at an accelerated rate.

The first step was to build a framework to read and process scene information. I decided to go for FBX; turns out the sdk is a bit dodgy but functional. The next step was to build an acceleration structure and a raytracing core and this is what I’m working on right now. Here’s the first image with basic diffuse lighting and shadows from a point light:


It took around 3.8 seconds at 140K rays/second (including shading). I have my Centrino Duo mobile CPU down clocked to 1GHz because of overheating; this will force me to optimize the raytracing core before I can start investing time on something like path tracing. The next step is to replace the Octree with a KdTree or BVH with both mono and packed ray traversal. My goal is to achieve a minimum of 2 million rays/second per-core on the same scene.