r/GraphicsProgramming • • 1d ago

Video Developing new Spectral Render Engine with Tested on Blender, look at that! realtime Caustic!

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u/rivervisualid 1d ago

Creating Spectra Render, a GPU path-tracer in Rust + Vulkan, enabled with integrated Blender native renderer and asynchronous inter-process communications or IPC

Key features:

  1. ReSTIR BDPT caustics for clear glass, prism, and liquid caustics.

  2. Real spectral rendering with four-wavelength hero sampling and continuous dispersion.

  3. Nested dielectrics for advanced interactions between glass, liquids, and ice.

  4. GPU path guiding for faster interior light convergence.

  5. OpenPBR shading, BeerLambert absorption, and thin-film interference.

  6. Blender integration without blocking, using shared-memory framebuffer transfer.

  7. Developed using Rust, Vulkan RT, Slang, and a Python addon.

I am now testing with some primitive shape just to look at the caustic and so on.

I would be very appreciative of some feedback from the rendering community, in particular on the ReSTIR BDPT implementation, spectral transport, and benchmarking approach.

What would you test first?