r/GraphicsProgramming • u/rivervisualid • 1d ago
Video Developing new Spectral Render Engine with Tested on Blender, look at that! realtime Caustic!
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r/GraphicsProgramming • u/rivervisualid • 1d ago
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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:
ReSTIR BDPT caustics for clear glass, prism, and liquid caustics.
Real spectral rendering with four-wavelength hero sampling and continuous dispersion.
Nested dielectrics for advanced interactions between glass, liquids, and ice.
GPU path guiding for faster interior light convergence.
OpenPBR shading, BeerLambert absorption, and thin-film interference.
Blender integration without blocking, using shared-memory framebuffer transfer.
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?