Ray Tracey's blog

Quasi-random, more or less unbiased blog about real-time photorealistic GPU rendering

Saturday, June 22, 2019

LightTracer, the first WebGL path tracer for photorealistic rendering of complex scenes in the browser

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A couple of days ago, Denis Bogolepov sent me a link to LightTracer, a browser based path tracer which he and Danila Ulyanov have developed...
Saturday, April 6, 2019

Unreal Engine now has real-time ray tracing and a path tracer

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Epic recently released the stable version of Unreal Engine 4.22 which comes with real-time ray tracing and a fully fledged path tracer for ...
Monday, February 18, 2019

Nvidia releases OptiX 6.0 with support for hardware accelerated ray tracing

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Nvidia recently released a new version of Optix, which finally adds support for the much hyped RTX cores on the Turing GPUs (RTX 2080, Quad...
Tuesday, August 28, 2018

Chaos Group (V-Ray) announces real-time path tracer Lavina (+ Nvidia's really real-time path traced global illumination)

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(See update at the bottom of this post to see something even more mindblowing) The Chaos Group blog features quite an interesting article...
Monday, July 30, 2018

Nvidia gearing up to unleash real-time ray tracing to the masses

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In the last two months, Nvidia roped in several high profile, world class ray tracing experts (with mostly a CPU ray tracing background): ...
Sunday, July 22, 2018

Accelerating path tracing by using the BVH as multiresolution geometry

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Before continuing the tutorial series, let's have a look at a simple but effective way to speed up path tracing. The idea is quite simp...
2 comments:
Friday, June 1, 2018

Real-time path tracing on a 40 megapixel screen

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The Blue Brain Project is a Switzerland based computational neuroscience project which aims to demystify how the brain works by simulating...
3 comments:
Friday, December 22, 2017

Freedom of noise: Nvidia releases OptiX 5.0 with real-time AI denoiser

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2018 will be bookmarked as a turning point for Monte Carlo rendering due to the wide availability of fast, high quality denoising algorithm...
2 comments:
Sunday, July 9, 2017

Towards real-time path tracing: An Efficient Denoising Algorithm for Global Illumination

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July is a great month for rendering enthusiasts: there's of course Siggraph, but the most exciting conference is High Performance Graph...
5 comments:
Sunday, May 21, 2017

Practical light field rendering tutorial with Cycles

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This week Google announced "Seurat", a novel surface lightfield rendering technology which would enable "real-time cinema-qu...
5 comments:
Monday, March 20, 2017

Virtual reality

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3 comments:
Wednesday, January 11, 2017

OpenCL path tracing tutorial 3: OpenGL viewport, interactive camera and defocus blur

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Just a link to the source code on Github for now, I'll update this post with a more detailed description when I find a bit more time: ...
4 comments:
Monday, November 28, 2016

Wanted: GPU rendering developers

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I'm working for an international company with very large (<Trump voice> "YUUUUUGE"<\Trump voice>) industry partne...
6 comments:
Monday, November 14, 2016

OpenCL path tracing tutorial 2: path tracing spheres

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This tutorial consists of two parts: the first part will describe how to ray trace one sphere using OpenCL, while the second part covers pa...
13 comments:
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About Me

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Sam Lapere
Passionate about real-time photoreal rendering with path tracing. Unreal developer. Previously scientific visualization developer, product manager and QA lead at NVIDIA, scientific visualization team manager at the EPFL Blue Brain Project, co-founder and technical director at Lightspeed Graphics NZ, project lead at Auckland Uni, PM for OctaneRender and driving the creative direction behind the Brigade real-time path tracing for games research project , photoreal 3D graphics consultant, medical imaging researcher and M.D. My tutorial series on GPU path tracing on GitHub. Check my Youtube channel with pioneering research into real-time path tracing (2011-2013). If you want to know more about why I started this blog, read this inverview from Nov 2013 in which I talked about my vision of CGI.
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