{"id":10312,"date":"2013-08-16T23:21:34","date_gmt":"2013-08-16T20:21:34","guid":{"rendered":"http:\/\/hgpu.org\/?p=10312"},"modified":"2013-08-20T18:20:58","modified_gmt":"2013-08-20T15:20:58","slug":"towards-path-tracing-in-games","status":"publish","type":"post","link":"https:\/\/hgpu.org\/?p=10312","title":{"rendered":"Towards Path Tracing in Games"},"content":{"rendered":"<p>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.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>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 [&hellip;]<\/p>\n","protected":false},"author":351,"featured_media":0,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"_jetpack_memberships_contains_paid_content":false,"footnotes":"","jetpack_publicize_message":"","jetpack_publicize_feature_enabled":true,"jetpack_social_post_already_shared":false,"jetpack_social_options":{"image_generator_settings":{"template":"highway","default_image_id":0,"font":"","enabled":false},"version":2}},"categories":[180,36,11,89,3],"tags":[1797,1787,1782,14,20,953,181,144],"class_list":["post-10312","post","type-post","status-publish","format-standard","hentry","category-3d-graphics-and-realism","category-algorithms","category-computer-science","category-nvidia-cuda","category-paper","tag-3d-graphics-and-realism","tag-algorithms","tag-computer-science","tag-cuda","tag-nvidia","tag-nvidia-geforce-gtx-470","tag-raytracing","tag-rendering"],"views":2555,"jetpack_publicize_connections":[],"jetpack_featured_media_url":"","jetpack_sharing_enabled":true,"_links":{"self":[{"href":"https:\/\/hgpu.org\/index.php?rest_route=\/wp\/v2\/posts\/10312","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/hgpu.org\/index.php?rest_route=\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/hgpu.org\/index.php?rest_route=\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/hgpu.org\/index.php?rest_route=\/wp\/v2\/users\/351"}],"replies":[{"embeddable":true,"href":"https:\/\/hgpu.org\/index.php?rest_route=%2Fwp%2Fv2%2Fcomments&post=10312"}],"version-history":[{"count":1,"href":"https:\/\/hgpu.org\/index.php?rest_route=\/wp\/v2\/posts\/10312\/revisions"}],"predecessor-version":[{"id":10332,"href":"https:\/\/hgpu.org\/index.php?rest_route=\/wp\/v2\/posts\/10312\/revisions\/10332"}],"wp:attachment":[{"href":"https:\/\/hgpu.org\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=10312"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/hgpu.org\/index.php?rest_route=%2Fwp%2Fv2%2Fcategories&post=10312"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/hgpu.org\/index.php?rest_route=%2Fwp%2Fv2%2Ftags&post=10312"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}