Active areas of research
Interactive Path Tracing
Construction of a generic interactive path tracer:
- game-like scenes, in terms of scene and shader
complexity
- interactive to real-time performance (15-30fps)
- targeting consumer hardware (1 CPU, 1 GPU)
Sub-topics include acceleration structure maintenance
(Bonsai BVH: Ronald Dommisse), BRDFs (Gleb Mineev), scene
graph.
Foveated Rendering
Under Construction
Reprojection and adaptive sampling
Under Construction
Filtering for real-time path tracing
Under Construction
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