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webgl-path-tracing's Introduction

WebGL Path Tracing

Try it live (requires a browser with WebGL)

Path tracing is a realistic lighting algorithm that simulates light bouncing around a scene. This path tracer uses WebGL for realtime performance and supports diffuse, mirrored, and glossy surfaces. The path tracer is continually rendering, so the scene will start off grainy and become smoother over time.

The entire scene is dynamically compiled into a GLSL shader. Everything can be repositioned using the current shader, but any geometry or material change means a recompilation. To calculate a pixel color, a ray is shot into the scene and allowed to bounce around five times. At each bounce, the direct light incoming at that point (including shadows) is multiplied by all previous material colors and accumulated. Soft shadows are achieved by randomly jittering the light position per-pixel.

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webgl-path-tracing's Issues

[Enhancement] Turn this into API to use any 3D model

Is it possible to turn this into an API that can be used for other 3D models.

Something like this gloriously oversimplified pseudo-code:
// set 3D scene
var threeDeeModel = [3dScene];

// add scene to pathtracer
pathTracer(threeDeeModel);

Is this a real path tracer?

The description mentions

To calculate a pixel color, a ray is shot into the scene and allowed to bounce around five times. At each bounce, the direct light incoming at that point (including shadows) is multiplied by all previous material colors and accumulated. Soft shadows are achieved by randomly jittering the light position per-pixel.

That sounds more like a small extension to ray tracing. With path tracing, rays should bounce around until they hit a light source and soft shadows should occur naturally. The point of path tracing is that tricks like jittering light positions are not necessary. Admittedly, the advantage of your implementation is that the quality improves really quickly, but it does not appear to be a real path tracer.

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