Pathed is a path tracer written in C++ that I have been working on to solidify my understanding of rendering techniques and algorithms.
Some of Pathed features include: Lambertian, Oren-Nayar, Beckmann microfacet, Mirror, and Glass scattering models; multiple importance sampling and next event estimation; environment maps; and heterogeneous volumetric scattering.
My most recent project has been attempting to render Disney's Moana research scene. So far I've added support for B-spline curves, ptex textures, and hierarchical instancing. Currently I'm working on optimization, bug fixes, and supporting the Disney BRDF.
Glass material, homogeneous absorption, and environment lighting
Microfacet reflection modeled with Beckmann distribution
Heterogeneous volume scattering
Heterogeneous volume scattering
Tungsten's material ball with absorbing dielectric material
Tungsten's material ball with rough dielectric material
Volumetric caustic in homogeneous medium
Cornell box with mirror material
> git clone https://github.com/chellmuth/pathed
> cd pathed
> git submodule update --init --recursive
> mkdir Release; cd Release
> cmake ..
> make
> cp job.json.example job.json
> cd Release
> ./pathed