Ray Tracer with GPU

As we all know that ray tracing is an embarrassingly parallel problem so in this project i  will be implementing a CUDA based raytracer capable of generating raytraced rendered images extremely quickly.

For this project i will be using the latest NVIDIA GPU’s ie Geforce 660, which is basically the kepler Architecture.

I will be using NSight to debug GPU kernel.

Some of the features that i will be implementing are

You will need to implement the following features:

  • Raycasting from a camera into a scene through a pixel grid
  • Phong lighting for one point light source
  • Diffuse lambertian surfaces
  • Raytraced shadows
  • Cube intersection testing
  • Sphere surface point sampling

I will also consider adding a a few more features if the time permits

  • Specular reflection
  • Soft shadows and area lights
  • Texture mapping
  • Bump mapping
  • Depth of field
  • Supersampled antialiasing
  • Refraction, i.e. glass
  • OBJ Mesh loading and renderin
  • Interactive camera

So the next steps are to get started with reading the sample code and understanding how CUDA works (ie reading the NVIDIA CUDA Programming guide).

I will keep posting my progress on this blog so keep coming back. This is going to be super awesome stuff 🙂


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