Real Time Path Tracing with Implicit Geometries Defined by Distance Functions
Diyu Luo (3033157233)
Jiejun Luo (3032217033)
Zhuo Lu (3032083055)
The project aims to achieve real-time path tracing with OpenGL. Since the traditional rendering pipeline doesn't easily allow us to pass in a scene for path tracing, we decided to use signed distance function to describe complex scenes in the shader function. This take also grants us a good level of details: With the traditionally modeled geometry, there would always be corners and edges due to the way those models are explicitly defined. Path-tracing a signed distance field preserves the smoothness of shapes in space — the quality is only bounded by the frame resolution and the sampling rate.
Please find the technical approach in the paper linked in the results section below.
An ACM-SIGGRAPH-paper-styled progress report is available for download here.
In the span of four weeks, we managed to
populate primitive shapes into the scene;
implement a ray marching algorithm that walks in the signed distance field;
render objects of different BSDF materials, including diffuse, mirror and glass;
support area light source and uniform environment lighting;
implement global illumination with Russian Roulette early termination;
implement post-process bilateral filtering as denoiser;
model a complex scene with signed distance functions.
Carl Lorenz Diener. 2012. Procedural modeling with signed distance functions.