Lightbox Fast Physically-Based Path Tracer

Quaternions explained

Quaternions are a great way to represent rotations in the 3D space. They only require multiplications, without the use of any expensive transcedental functions.

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Didier Badouel's Ray-Triangle Intersection Algorithm

Lightbox will only support triangle meshes for now, which means that a whole lot of ray-triangle intersections have to be done. Thus, we want to make sure that ray-triangle intersection is fast. This post will focus on analyzing a method first published in 1990 by Didier Badouel in a chapter in the Graphics Gems I book, called An efficient ray-polygon intersection. The algorithm allows for calculating the intersection point of a ray with an arbitrary polygon. We will make that more specific by only focusing on triangle intersection.

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Welcome to Lightbox!

Lightbox is a toy path tracer in the works that aims to be both as fast as possible while maintaining an unbiased physically correct approach to light transportation. This blog will document both work in progress and contain articles that explain various concepts behind the path tracer. I can be reached on twitter: @tonheuvel.