Contact Me

Compute Shaders

A more optimized Path and Ray tracer in Unity

Compute Shaders

The Compute Shaders project was a personal exploration into optimizing rendering techniques, specifically ray and path tracing, using Unity. Building on my knowledge from the Advanced Graphics course, this project allowed me to dive deeper into compute shaders and their potential for GPU acceleration.

Project Overview

To get started, I followed this comprehensive tutorial on implementing ray and path tracing in Unity. After completing the tutorial, I expanded upon the initial framework to include additional techniques and features:

Key Learnings

This project taught me valuable lessons in Unity and rendering techniques, including:

Screenshots and Renders

Below are some renders showcasing the capabilities of the ray and path tracers:

Path Tracer - Scene 1

Path Tracer (Scene 1): Demonstrates realistic lighting, reflections, and refraction.

Ray Tracer - Scene 1

Ray Tracer (Scene 1): Highlights the difference in rendering techniques for the same scene.

Path Tracer - Scene 2

Path Tracer (Scene 2): A different perspective showing complex material interactions.

Future Plans

While this project is complete for now, it serves as a solid foundation for further experimentation. I may revisit it in the future to explore additional features, optimizations, and rendering techniques.

Additional Resources

If you’re interested in learning more about Unity and compute shaders, I recommend:

You can find the source code for this project on GitHub.