Kelemen-style Metropolis Light Transport on the GPU

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Uploaded by on Dec 14, 2010

Most available production renderers implementing Metropolis Light Transport use the Kelemen mutation on top of Bidirectional Path Tracing. This video shows my initial attempt at a GPU implementing of such an algorithm. This is still a work in progress. It already supports the basic features: BDPT including explicit connections with the lens , Multiple Importance Sampling and Metropolis Light Transport.

Some details for those interested...
Render Resolution: 1280x720
Maximum path depth: 16
GPU: GeForce GTX 470
GPGPU Framework: CUDA

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Uploader Comments (Dietger86)

  • Is there a book for this? I'm interested. Caustics on GPU D:

  • @ChazZeromus Afaik, there is not. This is still ongoing research.

  • Amazing speed, image quality and caustics (and 720p!)

    Magnificent work! How many triangles does this scene contain?

  • @SuperGastrocnemius The scene contains 370K triangles, but the performance hardly depends on the triangle count. A scene with over 1 million triangles renders just as fast.

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All Comments (8)

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  • @Dietger86

    Dissapointed. But glad development is ongoing.

  • Caustics on a GPU, I'm impressed.

  • @Dietger86

    hehe, that's fantastic! This is really groundbreaking stuff, keep posting videos please!

  • Very impressive!

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