Real-Time Raytracer for Translucent Materials
For this work, I have developed an interactive path tracer with first-class support for physically-based rendering of translucent materials. The software implements a fully GPU-driven raytracing pipeline with DirectX Raytracing, synthesising several compute-based algorithms to render non-local subsurface scattering effects based on a blue noise surface sampling model[2,8,9]. The pipeline is easily extendable with additional material models and exposes a clean API, hiding complex device interfacing and resource management while mirroring low-level hardware raytracing features. In this thesis, I will first review the relevant theoretical background and provide an overview of DirectX 12 and DirectX Raytracing. I then provide a detailed description of the raytracing system and its implementation details. Finally, I share my results demonstrating the wide range of material properties and appearances that are supported by the software and give ideas for its future development.