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
Is there a book for this? I'm interested. Caustics on GPU D:
ChazZeromus 1 year ago
@ChazZeromus Afaik, there is not. This is still ongoing research.
Dietger86 1 year ago
Amazing speed, image quality and caustics (and 720p!)
Magnificent work! How many triangles does this scene contain?
SuperGastrocnemius 1 year ago
@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.
Dietger86 1 year ago 3