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realtime render pipeline written in cuda by me. openGL is only used for final display of precalculated pixel colors.

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Daviddedic2008/Cuda_ModifiedPhongRenderer

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Renderer meant to be fast and realtime Uses Phong for light intensity calcs working on dynamically adjustable BVH rn(hopefully almost done) smooth/realistic shadows that utilize gaussian blur(intensity dependent on distance from object casting shadow) colors are planned to be lerped with colors calculated by a low-res path tracer

rasterizer benchmark #1: rasterizes 1,000,000 triangles per second on a 4050 mobile(pretty bad!)

first "fragment" shader written in my renderer: image

depth masks done: image

first model rendered!!(low-poly knight figure from chess): image

depth mask of said model: image

interpolated vertex norm map: image

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realtime render pipeline written in cuda by me. openGL is only used for final display of precalculated pixel colors.

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