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 🙂