A Vulkan Raytracing framework for various bidirectional path tracing techniques
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Updated
Nov 1, 2026 - C++
A Vulkan Raytracing framework for various bidirectional path tracing techniques
Experimental real-time renderer with support for dynamic global illumination
Real-time Direct3D 12 path tracer
Unbiased & physically-based GPU HIPRT (C++/HIP) interactive wavefront path tracing renderer
C2 is a webgpu renderer focused on physically-accurate rendering and ease of experimentation
A state-of-the-art DirectX12 based pathtracer
Source code for the paper "ReSTIR Subsurface Scattering for Real-Time Path Tracing" (HPG 2024)
A C++ implementation of Restir inside Falcor 8.0
Vulkan implementation of Fast Volume Rendering with Spatiotemporal Reservoir Resampling.
Implementation of a real-time path tracer using monte carlo integration in combination with NVIDIA's NRD denoiser for ray tracing in DirectX 12 with DLSS for performance optimization
ReSTIR DI in Falcor Rendering Framework
Code release of the paper "Combining Resampled Importance and Projected Solid Angle Samplings for Many Area Light Rendering"
CUDA ReSTIR Implementation [2022]
C++ implementation of ReSTIR on top of a Whitted-style ray tracer
My fork of NVIDIA Real-Time Rendering Framework for learning raytracing. ReSTIR FPDG hybrid method implementation.
macOS GPU path tracer in Swift and Metal: ReSTIR DI/GI/PT, spectral transport, OpenPBR, MaterialX and OpenUSD import. Built with AI-assisted coding.
A real-time path tracer in the spirit of NVIDIA's Marbles at Night: glass and brass lit by thousands of moving fireflies, with ReSTIR DI and GI and caustics, in C++ on Metal 4.
Phantom Blade Zero mod that unlocks RTXDI and improves local light shadows.
C++20 / DirectX 12 game engine with GPU liquid simulation, path-traced lighting and spectral caustics. APIC/FLIP water, rigid-body gameplay, CUDA interop, DLSS Ray Reconstruction and fisheye frame generation. Playable Windows RTX demo.
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