The implementation of the ray tracing backward method made it possible to simulate various optical effects: global illumination, the Fresnel effect, complex shadows, secondary reflections, refraction, caustics, and depth of field.
An attempt to become good at GPU computing and PBR shading by researching existing rendering realizations and creating something of mine
The implementation of the ray tracing backward method made it possible to simulate various optical effects: global illumination, the Fresnel effect, complex shadows, secondary reflections, refraction, caustics, and depth of field.
An attempt to become good at GPU computing and PBR shading by researching existing rendering realizations and creating something of mine