This is my implementation of GPU ray tracing. Features are real time shadows, reflections up to two bounces, diffuse or specular lighting.
The spheres and walls are mathematical spheres and planes (ie. not a mesh). There is one light source and a simple camera. There is sphere to sphere collision detection and response as well as sphere to plane collision detection and response. All the ray tracing is done on the GPU.
The scene is upated on the CPU and passed to the GPU per frame.
hi,nice work, can you show the source code?
michalkolodziejczyk 1 year ago