Towards Path Tracing in Games
NHTV University of Applied Sciences, Breda, The Netherlands
ACM SIGGRAPH Symposium on Interactive 3D Graphics (i3D), 2012
We investigate GPU path tracing performance in the context of real-time rendering for games. We propose a reformulation of Russian roulette, as well as an efficient implementation of the path regeneration algorithm by Novak et al. [Novak et al. 2010]. We show that a combination of these algorithms provides high performance for a variety of scenes. We integrate our scheme into the Brigade system, an experimental path tracer for real-time games, and use it to render the virtual world of a student game at interactive frame rates.
August 16, 2013 by hgpu