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I wonder if PBRT will ever deliver GPU support.


The latest version v4 [0] has GPU support, some of my colleagues are using it already. Looks like the Rust version linked is based on v3 though.

"Support for rendering on GPUs is available on systems that have CUDA and OptiX."

[0]: https://github.com/mmp/pbrt-v4


>> The latest version v4 [0] has GPU support, some of my colleagues are using it already.

That's good news. I was trying to write a shader recently (not an OpenGL guy) to add the Fresnel term to an otherwise snells-law shader. It's easy to find the math, but hard to find a simple implemnentation. I'd like the full basic model with that and a roughness term with a proper reflectance function (Schlick should be fine) but again, it's hard to find code for what should be a common 50 line shader.




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